anchor.diff:        TilesTable[L].Hint := IntToStr(TileID - 1);
       //If cursor has a tile then make sure its properly selected in table as well
       TilesTable[L].Down := (gGameCursor.Mode = cmTiles) and (gGameCursor.Tag1 = TileID - 1);
  -    TilesEyedropper.Down := gGameCursor.Mode = cmEyedropper;
  -    TilesRotate.Down := gGameCursor.Mode = cmRotateTile;
     end;
   end;
   
  
positive.code:   TileID: Integer;
  begin
    TilesRandom.Checked := (gGameCursor.MapEdDir = 4);
  
    for I := 0 to MAPED_TILES_Y - 1 do
    for K := 0 to MAPED_TILES_X - 1 do
  
negative.code: 
  procedure TKMMapEdTerrainTiles.UpdateState;
  begin
    TilesRefresh(nil);
  end;
  
  