anchor.diff:        LastHouse: TKMHouseType;}
       end;*)
       procedure SetMapSize(X,Y: Word);
  -    function CheckVerticeRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte;
  -    function CheckTileRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte;
  -    function CheckRev(aRevArray: PKMByte2Array; const aPoint: TKMPointF): Byte;
  +    function CheckVerticeRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte; inline;
  +    function CheckTileRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte; inline;
  +    function CheckRev(aRevArray: PKMByte2Array; const aPoint: TKMPointF): Byte; inline;
     public
       Revelation: TKMByte2Array; //Public for faster access from Render
       RenderRevelation: TKMByte2Array; //Revelation for render - we have to render sprites a bit around actual FOW revelation
  
positive.code: {$I KaM_Remake.inc}
  interface
  uses
    KM_CommonClasses, KM_CommonTypes, KM_Defaults, KM_Points;
  
  
  { FOW state for each player }
  
negative.code: 
  implementation
  uses
    SysUtils, KM_GameApp, KM_DevPerfLog, KM_DevPerfLogTypes;
  
  const
    //Addition to Revelation radius for Render revelation
  