anchor.diff:    res_id: TResId;
     idx: LongInt;
   begin
  -  AName := NormalizeResourceName(AName);
  -
     idx := FVpathMap.IndexOf(AName);
   
     if idx >=0 then
  
positive.code:     procedure LoadGameConfig;
  
      function SelectResource(AResType: TResourceType; AName: string):TResIDToLocationMap.TIterator;
      procedure LoadSelected(var it: TResIDToLocationMap.TIterator; AResource: IResource);
    public
      constructor Create(AOwner: TComponent); override;
      destructor Destroy; override;
  
negative.code:   cres:Integer;
  begin
    cres := CompareStr(a.VFSPath , b.VFSPath);
  
    if cres <> 0 then
    begin
      Result := cres < 0;
    end
    else if a.Typ <> b.Typ then
    begin
      Result := a.Typ < b.Typ;
    end
    else
    begin
      Result := a.ModOrder < b.ModOrder;
    end;
  end;
  
  { TFilesystemConfigPath }
  