anchor.diff:      fPaintVirtualGroups: Boolean; //Paint missing army memmbers
       fSepia: Boolean; //Less saturated display for menu
       fParser: TKMMissionParserPreview;
  -    fMyTerrain: TKMTerrain;
       fAlerts: TKMAlerts;
   
       //We need to store map properties locally since Minimaps come from various
  
positive.code:         end;
  
          if (tileOwner <> -1)
            and not fMyTerrain.TileIsCornField(KMPoint(MX, MY)) //Do not show corn and wine on minimap
            and not fMyTerrain.TileIsWineField(KMPoint(MX, MY)) then
            fBase[I*fMapX + K] := gHands[tileOwner].GameFlagColor
          else
          begin
  
negative.code:       if fow = 0 then
          fBase[I*fMapX + K] := $FF000000
        else begin
          landPtr := @gTerrain.Land^[MY,MX];
          tileOwner := -1;
          if landPtr.TileOwner <> -1 then
          begin
            if gTerrain.TileHasRoad(MX, MY)
              and (landPtr.IsUnit <> nil)
              and InRange(TKMUnit(landPtr.IsUnit).Owner, 0, MAX_HANDS) then
              tileOwner := TKMUnit(landPtr.IsUnit).Owner
  