anchor.diff:    // Init variables
     fMaxEnemiesCnt := Min(Cnt, MAX_ENEMIES_AT_ONCE);
     fHighEnemiesIdx := fMaxEnemiesCnt - 1;
  -  SetLength(EnemiesStats, fMaxEnemiesCnt);
  +  SetLength(fEnemiesStats, fMaxEnemiesCnt);
     fHighStatsIdx := 0;
   
     // Flood fill
  
positive.code: end;
  
  
  function TNavMeshInfluenceSearch.FindClosestEnemies(const aOwner: TKMHandIndex; aCenterPoints: TKMPointArray; aHouseInfluence: Boolean = True): Boolean;
  const
    MAX_ENEMIES_AT_ONCE = 3;
  var
  
negative.code:     fOwner: TKMHandIndex;
      fHouseInfluence: Boolean;
      fHighEnemiesIdx, fHighStatsIdx, fMaxEnemiesCnt: Integer;
      fEnemiesStats: TKMEnemyStatisticsArray;
  
      function CanBeExpanded(const aIdx: Word): Boolean; override;
      procedure MarkAsVisited(const aIdx, aDistance: Word; const aPoint: TKMPoint); override;
    public
      function FindClosestEnemies(const aOwner: TKMHandIndex; aCenterPoints: TKMPointArray; var aEnemiesStats: TKMEnemyStatisticsArray; aHouseInfluence: Boolean = True): Boolean;
    end;
  
    // 1 universal class for city and army influence flood fill
  