anchor.diff:  const
     MAX_SOLDIERS_IN_POLYGON = 20; // Maximal count of soldiers in 1 triangle of NavMesh - it depends on NavMesh size!!!
   begin
  -  Result := Min(MAX_SOLDIERS_IN_POLYGON, fPresence[ aAlliance*5*fPolygons + 5*aIdx + 4 ]);
  +  Result := Min(MAX_SOLDIERS_IN_POLYGON, fPresence[ aAlliance*5*fPolygons + 5*aIdx + AVOID_TRAFFIC_IDX ]);
   end;
   
   
  
positive.code:           if (U <> nil) AND not U.IsDeadOrDying then
            begin
              PolyIdx := fNavMesh.KMPoint2Polygon[ U.CurrPosition ];
              EvaluatePolygon(aAllianceIdx*5*fPolygons + 5*PolyIdx, Increment, G.GroupType);
              with fNavMesh.Polygons[PolyIdx] do
                for M := 0 to NearbyCount - 1 do
                  EvaluatePolygon(aAllianceIdx*5*fPolygons + 5*Nearby[M], Increment, G.GroupType);
            end;
            L := L + EACH_X_MEMBER_COEF;
          end;
  
negative.code:           if (U <> nil) AND not U.IsDeadOrDying then
            begin
              PolyIdx := fNavMesh.KMPoint2Polygon[ U.CurrPosition ];
              Inc(fPresence[aAllianceIdx*5*fPolygons + 5*PolyIdx + AVOID_TRAFFIC_IDX],Increment);
            end;
            L := L + EACH_X_MEMBER_COEF;
          end;
  