anchor.diff:                  case terRot of
                     0,1:  Exit;
                     2,3:  begin
  -                          repl := WaterDiagRepl[transition];
  +                          repl := WATER_DIAG_REPL[transition];
                             if repl <> NO_REPL then
                             begin
                               Land^[Y,X].BaseLayer.Terrain := repl;
  -                            Land^[Y,X].BaseLayer.Rotation := (terRot + WaterDiagReplRot[transition]) mod 4;
  +                            Land^[Y,X].BaseLayer.Rotation := (terRot + WATER_DIAG_REPL_ROT[transition]) mod 4;
                             end
                             else
                             begin
                               Land^[Y,X].BaseLayer.Terrain := 192;
                               Land^[Y,X].BaseLayer.SetCorners([1]);
                               Land^[Y,X].LayersCnt := 1;
  -                            Land^[Y,X].Layer[0].Terrain := gRes.Sprites.GenTerrainTransitions[TransitionsTerKinds[transition],
  +                            Land^[Y,X].Layer[0].Terrain := gRes.Sprites.GenTerrainTransitions[TRANSITIONS_TER_KINDS[transition],
                                                                                                 mkSoft2, tmt2Diagonal, mstMain];
                               Land^[Y,X].Layer[0].Rotation := terRot;
                               Land^[Y,X].Layer[0].SetCorners([0,2,3]);
  
positive.code:   end;
  
  var
    transition: TStoneTransitionType;
  begin
    transition := GetStoneTransitionType(aLoc.X,aLoc.Y + 1); //Check transition type by lower point (Y + 1)
  
  
negative.code:     275, 276,
      283, 284,
      291, 292: begin
                  Land^[aLoc.Y,aLoc.X].BaseLayer.Terrain  := TRAN_TILES[transition, 0]; //Remove stone tile (so tile will have no stone)
                  Land^[aLoc.Y,aLoc.X].BaseLayer.Rotation := KaMRandom(4, 'TKMTerrain.DecStoneDeposit 9');
  
                  InitVisited;
  