anchor.diff:    for Y := 1 to gTerrain.MapY - 1 do
       for X := 1 to gTerrain.MapX - 1 do
         //if (fBuildFF.Visited[Y,X] = fBuildFF.VisitIdxOwner[fOwner]) then
  -      if (fBuildFF.Visited[Y,X] = fBuildFF.VisitIdx) then
  +      //if (fBuildFF.Visited[Y,X] = fBuildFF.VisitIdx) then
           case fBuildFF.State[Y,X] of
             bsNoBuild:   gRenderAux.Quad(X, Y, $99000000 OR COLOR_BLACK);
             bsHousePlan: gRenderAux.Quad(X, Y, $66000000 OR COLOR_BLACK);
  
positive.code: 
      procedure UpdateState();
      procedure OwnerUpdate(aPlayer: TKMHandIndex);
      function CanBePlacedHouse(const aLoc: TKMPoint): Boolean;
      procedure FindPlaceForHouse(aHouseReq: TKMHouseRequirements; InitPointsArr: TKMPointArray; aClearHouseList: Boolean = True);
    end;
  
negative.code:     TerrainFF();
  
      fUpdateTick := gGame.GameTickCount;
      MarkPlans(); // Plans may change durring placing houses but this event is caught CityBuilder
    end;
  end;
  
  
  