anchor.diff:    FoundPaths: NativeUInt;
     StartPoint, BestStartPoint: PCPFStart;
     Node, N: PCPFNode;
  -  FinishNode: PCPFNode;
   
     {$ifdef LARGEINT}
       NodeBuffers: PCPFNodeBuffers;
  
positive.code:         if (Params.ExcludesCount <> 0) then Flags := Flags or FLAG_EXCLUDES;
        end;
  
        if (FNodes.UnattainablePool.First.Next <> @FNodes.UnattainablePool.Last) then
          ReleasePoolNodes(FNodes.UnattainablePool.First, FNodes.UnattainablePool.Last);
      end;
  
      // heuristics
      if (Flags and FLAG_HEURISTICS <> 0) then
      begin
        if (FNodes.HeuristedPool.First.Next <> @FNodes.HeuristedPool.Last) then
          ReleasePoolNodes(FNodes.HeuristedPool.First, FNodes.HeuristedPool.Last);
      end;
    end;
  
  
negative.code:       CellInfo := Format('(tile: %d, mask: %s)', [Node.Tile, MaskToString(Node.Mask)]);
      end else
      begin
        Coordinates := Node.Coordinates;
  
        if (Node.ParentMask = 0) then
        begin
          CellInfo := Format('locked (tile: %d, mask: %s', [Node.Tile, MaskToString(Node.Mask)]);
  