anchor.diff:  
     //Check all four corners and choose max
     Result := CheckVerticeRev(aRevArray,X-1,Y-1);
  -  if Result = 255 then exit;
  -  if X <= MapX-1 then Result := max(Result, CheckVerticeRev(aRevArray,X,Y-1));
  -  if Result = 255 then exit;
  -  if (X <= MapX-1) and (Y <= MapY-1) then Result := max(Result, CheckVerticeRev(aRevArray,X,Y));
  -  if Result = 255 then exit;
  -  if Y <= MapY-1 then Result := max(Result, CheckVerticeRev(aRevArray,X-1,Y));
  +
  +  if Result = 255 then Exit;
  +
  +  if X <= MapX-1 then
  +    Result := Max(Result, CheckVerticeRev(aRevArray,X,Y-1));
  +
  +  if Result = 255 then Exit;
  +
  +  if (X <= MapX-1) and (Y <= MapY-1) then
  +    Result := Max(Result, CheckVerticeRev(aRevArray,X,Y));
  +
  +  if Result = 255 then Exit;
  +
  +  if Y <= MapY-1 then
  +    Result := Max(Result, CheckVerticeRev(aRevArray,X-1,Y));
   end;
   
   
  
positive.code:   Inc(fAnimStep);
  
    for I := 0 to MapY - 1 do
    for K := 0 to MapX - 1 do
    if (Revelation[I, K] > FOG_OF_WAR_MIN)
    and ((I * MapX + K + fAnimStep) mod FOW_PACE = 0) then
    begin
      Dec(Revelation[I, K], FOG_OF_WAR_DEC);
  
      {//Remember waht we have seen last
      if Revelation[I, K].Visibility <= FOG_OF_WAR_MIN then
      begin
        Revelation[I, K].LastTerrain := gTerrain.Land[I, K].BaseLayer.Terrain;
  
      end;}
    end;
  end;
  
  
  
negative.code:   Result := 255;
  end;
  
  function TKMFogOfWarOpen.CheckTileRenderRev(const X, Y: Word): Byte;
  begin
    Result := 255;
  