anchor.diff:            Inc(Storage.SectorValues, SECTORS_VALUES_INCREMENT);
           end;
   
  -        // initialize sector rec
  -        FloodSectorRec.SectorValues := Storage.SectorValues;
  -        FillFloodSectorRec(FloodSectorRec, Cell, Sector{$ifdef LARGEINT}, NodeBuffers{$endif});
  -
  -        // call flood recursion
  -        Storage.QueueLast := @FloodSectorRec;
  -        FloodSectorRec.Next := nil;
  -        Storage.Pool := @PoolItem;
  -        Storage.PoolLast := @PoolItem;
  -        PoolItem.Next := nil;
  -        FloodTileMapSectors(Storage, @FloodSectorRec{$ifdef LARGEINT}, NodeBuffers{$endif});
  +        // call recursion
  +        FloodTileMapSectors(Storage, Cell, Sector{$ifdef LARGEINT}, NodeBuffers{$endif});
         end;
       end;
   
  
positive.code:   Store.CurrentSectorRec := BaseSectorRec;
    {$endif}
    Storage := _Storage;
  
    // add buffer items to the pool
    CurrentSectorRec := @Buffer[High(Buffer)];
    SectorRec := @Buffer[High(Buffer) - 1];
    repeat
      CurrentSectorRec.Next := SectorRec;
      Dec(CurrentSectorRec);
      Dec(SectorRec);
    until (CurrentSectorRec = @Buffer[0]);
    Storage.PoolLast.Next := @Buffer[High(Buffer)];
    Storage.PoolLast := CurrentSectorRec{Buffer[0]};
    CurrentSectorRec.Next := nil;
  
    // each sector rec loop
    CurrentSectorRec := {$ifdef CPUX86}Store.CurrentSectorRec{$else}BaseSectorRec{$endif};
  
negative.code:             PByteList(Sector)[Offset] := SECTOR_PATHLESS;
            end;
          end;
  
          Mask := (Mask xor Flags) and -8;
          Offset := Flags and -8;
          Inc(Flags);
          Inc(Flags, Offset);        
        until (Mask = 0);
      until (Cell = Store.LastCell);
  
      // take next queue item
      {$ifdef CPUX86}
      CurrentSectorRec := Store.CurrentSectorRec;
      {$endif}
      SectorRec := CurrentSectorRec.Next;
      if (SectorRec = nil) then Exit;
  
      // add empty item to pool
      CurrentSectorRec.Next := Storage.Pool;
      Storage.Pool := CurrentSectorRec;
  
      // check a few pool items
      if (NativeUInt(CurrentSectorRec.Next{last pool}) >= NativeUInt(Storage.PoolMarker)) then
      begin
        // next interation
        {$ifdef CPUX86}
  