anchor.diff:    _PathSearchDist := 0;
     _PathSearchSrc := nil;
     _PathSearchList.Add(Self);
  +  found := nil;
     while _PathSearchList.Count > 0 do
     begin
       b := _PathSearchList.Pop;
       if PathCheck(b) then
       begin
  -      i := 0;
  -      bo := b;
  -      while bo <> Self do
  -      begin
  -        Inc(i);
  -        bo := bo._PathSearchSrc;
  -      end;
  -      SetLength(Result, i);
  -      while b <> Self do
  -      begin
  -        Dec(i);
  -        Result[i] := b;
  -        b := b._PathSearchSrc;
  -      end;
  -      Exit;
  +      found := b;
       end
       else
       if (b = Self) or b.IsBuilt then
  
positive.code:     Exit;
    end;
    Result := False;
  end;
  
  procedure TEntityDetector.Activate;
  begin
    _RigidBody.Wake;
  end;
  
  constructor TGameObject.Create(const OwnerScene: TG2Scene2D);
  
negative.code:   end;
    _Detector.Radius := LinkDistance;
    if Assigned(ActionMenu) then ActionMenu.Position := Position;
    for j := 0 to _Detector.Detected.Count - 1 do
    begin
      Entity := _Detector.Detected[j];
  