anchor.diff:  
   implementation
   uses
  -  Math, SysUtils, KM_GameApp, KM_DevPerfLog, KM_DevPerfLogTypes;
  +  SysUtils, KM_GameApp, KM_DevPerfLog, KM_DevPerfLogTypes;
   
   const
     //Addition to Revelation radius for Render revelation
  
positive.code: {$I KaM_Remake.inc}
  interface
  uses
    KM_CommonClasses, KM_CommonTypes, KM_Defaults, KM_Points;
  
  
  { FOW state for each player }
  
negative.code:       LastHouse: TKMHouseType;}
      end;*)
      procedure SetMapSize(X,Y: Word);
      function CheckVerticeRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte; inline;
      function CheckTileRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte; inline;
      function CheckRev(aRevArray: PKMByte2Array; const aPoint: TKMPointF): Byte; inline;
    public
      Revelation: TKMByte2Array; //Public for faster access from Render
      RenderRevelation: TKMByte2Array; //Revelation for render - we have to render sprites a bit around actual FOW revelation
  