anchor.diff:                ClosestIdx := K;
               end;
             end;
  -        if (ClosestIdx = INIT_DIST) then
  +        if (ClosestDist = INIT_DIST) then
             break;
           Squads[ClosestIdx].FinalPosition := KMPointDir(Position, Dir);
           Squads[ClosestIdx].TimeLimit := gGame.GameTickCount + KMDistanceAbs(Position, Squads[ClosestIdx].Position) * TIME_PER_A_TILE;
  
positive.code:       if (MinDist > EnemyStats[I].Distance) then
          MinDist := EnemyStats[I].Distance;
  
      BestComparison := -2;
      for I := 0 to Length(EnemyStats) - 1 do
      begin
        Comparison := gAIFields.Eye.ArmyEvaluation.CompareAllianceStrength(fOwner, EnemyStats[I].Player) - (EnemyStats[I].Distance / Max(1,MinDist) - 1) * DISTANCE_COEF;
  
negative.code:     Output := False;
      // Ranged groups view: our ranged unit -> select target => each unit should fire
      GT := gt_Ranged;
      TargetIdx := 0; // Only for compiler
      for I := AvaiableSquads[GT].Count - 1 downto 0 do
      begin
        Squad := AvaiableSquads[GT].Squads[I];
  