anchor.diff:    // Map
     if not WizardMode then
     begin
  -    Min.X := Player.X - Player.GetRadius;
  -    Max.X := Player.X + Player.GetRadius;
  -    Min.Y := Player.Y - Player.GetRadius;
  -    Max.Y := Player.Y + Player.GetRadius;
  +    R := Player.GetRadius;
  +    Min.X := Player.X - R;
  +    Max.X := Player.X + R;
  +    Min.Y := Player.Y - R;
  +    Max.Y := Player.Y + R;
       Map.ClearFOV;
       for I := Min.X to Max.X do
         AddTo(I, Min.Y);
  
positive.code: 
  procedure TSceneGame.Render;
  var
    I, X, Y, PX, PY, DX, DY: Integer;
    T: TTile;
    Min, Max: TPoint;
  
  
negative.code:         RenderLook(X, Y, T, False);
        if not WizardMode then
        begin
          if (GetDist(Player.X, Player.Y, X, Y) <= R) then
          begin
            if not Map.GetFog(X, Y) then
              Terminal.ForegroundColor(clFog);
  