anchor.diff:      fAnimStep: Cardinal;
       fMapX: Word;
       fMapY: Word;
  +
  +    fDynamicFOW: Boolean; //Local copy for faster access, updated in UpdateState
   
       //Initial revealers from static script
       fInitialRevealAll: Boolean;
  
positive.code: //0 unrevealed, 255 revealed completely
  //but false in cases where it will effect the gameplay (e.g. unit hit test)
  function TKMFogOfWar.CheckVerticeRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte;
  begin
    //I like how "alive" the fog looks with some tweaks
    //pulsating around units and slowly thickening when they leave :)
    if gGameApp.DynamicFOWEnabled then
      if (aRevArray^[Y,X] >= FOG_OF_WAR_ACT) then
        Result := 255
      else
        Result := (aRevArray^[Y,X] shl 8) div FOG_OF_WAR_ACT
    else
      if (aRevArray^[Y,X] >= FOG_OF_WAR_MIN) then
        Result := 255
      else
        Result := 0;
  
negative.code:   fInitialRevealAll := False;
    fInitialRevealers := TKMPointTagList.Create;
    SetMapSize(X,Y);
  
    fDynamicFOW := (gGameApp <> nil) and gGameApp.DynamicFOWEnabled;
  end;
  
  
  