anchor.diff:  
   
   function TKMEye.GetStoneLocs(): TKMPointTagList;
  +  function AddStoneCount(var aX,aY, aCount: Integer): Byte;
  +  begin
  +    Result := gTerrain.TileIsStone(aX, aY);
  +    aCount := aCount + Result;
  +  end;
   const
     SCAN_LIMIT = 10;
   var
  -  Ownership: Byte;
  -  X,Y,I, MaxDist: Integer;
  +  X,Y,I, MaxDist, Sum: Integer;
     Output: TKMPointTagList;
   begin
     Output := TKMPointTagList.Create();
  
positive.code:     if gTerrain.TileHasStone(X, Y)
         AND (tpWalk in gTerrain.Land[Y+1,X].Passability) then
      begin
        // Save tile as a potential point for quarry
        Ownership := gAIFields.Influences.Ownership[fOwner, Y+1, X];
        if (Ownership > 0) AND gAIFields.Influences.CanPlaceHouseByInfluence(fOwner, X,Y+1) then
        begin
          fStoneMiningTiles.Items[I] := KMPoint(X,Y);
          Output.Add(fStoneMiningTiles.Items[I], Ownership);
        end;
      end
      else // Else remove point
  
negative.code:   { Coal
    for I := 0 to Length(fCoalPolygons) - 1 do
      DrawTriangle(I, $FF00FF OR (Min($FF,Round(fCoalPolygons[I]*5)) shl 24)); //}
    //{ Stone mining tiles
    for I := 0 to fStoneMiningTiles.Count - 1 do
      gRenderAux.Quad(fStoneMiningTiles.Items[I].X, fStoneMiningTiles.Items[I].Y, COLOR_RED); //}
  end;
  