anchor.diff:          AItem.Amount := J;
           AddItem(MapItems, AItem);
         end;
  -    end else Add(MapItems, AItem);
  -  end else Add(MapItems, AItem);
  +    end else Add(AItem);
  +  end else Add(AItem);
   end;
   
   function Items_Dungeon_DeleteItem(Index: Integer; var AItem: Item): Integer; stdcall;
  
positive.code:   FItem: Item;
    I: Integer;
  begin
    Result := FItem;
    Items_Clear_Item(Result);
    if HasEmpty(MapItems) then Exit;
    if not IndexInRange(MapItems, Index) then Exit;
    I := GlobalIndex(MapItems, MapID, Index);
  
negative.code: var
    I, J, A: Integer;
  
    procedure Add(AItem: Item); stdcall;
    var
      A, J: Integer;
    begin
  