anchor.diff:              gRenderAux.LineOnTerrain(Position, Squad.TargetUnit.GetPosition, $99000000 OR COLOR_RED);
               if (Length(Squad.PointPath) > 0) then
                 for J := Length(Squad.PointPath)-2 downto 0 do
  -                gRenderAux.LineOnTerrain(Squad.PointPath[J+1], Squad.PointPath[J], ($60 shl 24) OR COLOR_BLUE);
  +                gRenderAux.LineOnTerrain(Squad.PointPath[J+1], Squad.PointPath[J], $60000000 OR COLOR_BLUE);
             end;
           // Pathfinding
           if not KMSamePoint(Squad.FinalPosition.Loc,KMPOINT_ZERO) then
           begin
             //gRenderAux.LineOnTerrain(Position, Squad.FinalPosition.Loc, $AAFF5555);
  -          gRenderAux.CircleOnTerrain(Squad.FinalPosition.Loc.X, Squad.FinalPosition.Loc.Y, 1, 0, ($66 shl 24) OR COLOR_BLUE);
  +          gRenderAux.CircleOnTerrain(Squad.FinalPosition.Loc.X, Squad.FinalPosition.Loc.Y, 1, 0, $66000000 OR COLOR_BLUE);
             if (Length(Squad.PointPath) > 0) then
               for J := Length(Squad.PointPath)-2 downto 0 do
  -              gRenderAux.LineOnTerrain(Squad.PointPath[J+1], Squad.PointPath[J], ($60 shl 24) OR COLOR_BLUE);
  +              gRenderAux.LineOnTerrain(Squad.PointPath[J+1], Squad.PointPath[J], $60000000 OR COLOR_BLUE);
           end;
         end;
     end;
  
positive.code: 
  
  end.
  
  
negative.code: 
  implementation
  uses
    KM_Game, KM_Hand, KM_HandsCollection, KM_Terrain, KM_AIFields,
    KM_NavMesh, KM_CommonUtils, KM_AISetup, KM_AI, KM_RenderAux,
    KM_Units_Warrior;
  