anchor.diff:    fUnitStrength := aUnitStrength;
     fMaxDistance := aMaxDistance;
     fGroupType := aGroupType;
  +  fDecreaseCoef := Max( 1, Round(aUnitStrength / (aMaxDistance * 1.0)) );
     Result := inherited FillPolygons(aMaximalIdx, aInitIdxArray);
   end;
   
  
positive.code:   Cnt := Length(aCenterPoints);
    SetLength(InitIdxArray, Cnt);
    for I := 0 to Cnt - 1 do
      InitIdxArray[I] := gAIFields.NavMesh.FindClosestPolygon( aCenterPoints[I] );
  
    // Find enemies (indexes)
    SetLength(fEnemies, gHands.Count - 1);
  
negative.code: 
  
  end.
  