anchor.diff:          RenderLook(X, Y, T, False);
         if not WizardMode then
         begin
  -        if (GetDist(Player.X, Player.Y, X, Y) <= Player.GetRadius) then
  +        if (GetDist(Player.X, Player.Y, X, Y) <= R) then
           begin
             if not Map.GetFog(X, Y) then
               Terminal.ForegroundColor(clFog);
  
positive.code:   // 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;
      Map.ClearFOV;
      for I := Min.X to Max.X do
        AddTo(I, Min.Y);
  
negative.code:       if not Map.InMap(X, Y) then
          Continue;
        if not WizardMode then
          if (GetDist(Player.X, Player.Y, X, Y) > R) and
            Map.GetFog(X, Y) then
            Continue;
        T := Map.GetTile(X, Y);
  