anchor.diff:        and CheckHeightPass(Loc, hpBuilding) then
       begin
         AddPassability(tpBuildNoObj);
  -      IsBuildNoObj := True;
  +      isBuildNoObj := True;
       end;
   
  -    if IsBuildNoObj and not HasHousesNearTile
  +    if isBuildNoObj and not hasHousesNearTile
         and((Land[Loc.Y,Loc.X].Obj = OBJ_NONE) or (gMapElements[Land[Loc.Y,Loc.X].Obj].CanBeRemoved)) then //Only certain objects are excluded
         AddPassability(tpBuild);
   
  
positive.code: function TKMTerrain.RenderHeightAt(inX, inY: Single): Single;
  var
    Xc, Yc: Integer;
    Tmp1, Tmp2: single;
  begin
    //Valid range of tiles is 0..MapXY-2 because we check height from (Xc+1,Yc+1) to (Xc+2,Yc+2)
    //We cannot ask for height at the bottom row (MapY-1) because that row is not on the visible map,
  
negative.code: 
    //Check for houses around this vertice(!)
    //Use only with CanElevate since it's vertice-based!
    housesNearVertex := False;
    for I := -1 to 0 do
      for K := -1 to 0 do
        if TileInMapCoords(Loc.X+K, Loc.Y+I) then
          //Can't elevate built houses, can elevate fenced and dug houses though
          if (Land[Loc.Y+I,Loc.X+K].TileLock = tlHouse) then
            housesNearVertex := True;
  
    if VerticeInMapCoords(Loc.X,Loc.Y)
      and not housesNearVertex then
      AddPassability(tpElevate);
  end;
  
  