anchor.diff:      Next: TResElementPointer;
     end;
   
  +
  +  TBalancedResource = record
  +    InitOwner, Resource, MinesCnt: Byte;
  +    //Owners: array[0..MAX_HANDS] of Byte;
  +    Quantity: Integer;
  +    TileCounter: TIntegerArray;
  +    Points: TKMPointArray;
  +  end;
  +
  +  TBalancedResource1Array = array of TBalancedResource;
  +
   // Random number generator for RMG
     TKMRandomNumberGenerator = class
     private
  
positive.code:     procedure FloodFillWithQueue(var aPointArr: TKMPointArray; var aCnt_FINAL, aCnt_ACTUAL, aRESOURCE: Integer; const aProbability, aPROB_REDUCER: Single; var aPoints: TKMPointArray);
    end;
  
  
  implementation
  uses
    KM_RandomMapGenerator;
  
  
  { TKMRandomNumberGenerator }
  
negative.code: {$I KaM_Remake.inc}
  interface
  uses
    Classes, SysUtils, Math, KM_CommonTypes, KM_Defaults,
    KM_Points, KM_Terrain, KM_FloodFill;
  
  type
    {
  