anchor.diff:    TProjectileType = (pt_Arrow, pt_Bolt, pt_SlingRock, pt_TowerRock); {pt_BallistaRock, }
   
   const //Corresponding indices in units.rx //pt_Arrow, pt_Bolt are unused
  -  ProjectileBounds:array[TProjectileType,1..2] of word = ( (0,0),(0,0),(0,0),(4186,4190) );
  +  ProjectileBounds: array [TProjectileType, 1..2] of word = ((0,0), (0,0), (0,0), (4186,4190));
   
   
   
  
positive.code: 
  
  var
    ExeDir:string;
  
    GameCursor: record
      Float:TKMPointF;    //Precise cursor position in map coords
      Cell:TKMPoint;      //Cursor position cell
      SState:TShiftState; //Thats actually used to see if Left or Right mouse button is pressed
      Mode:TCursorMode;   //Modes used in game (building, unit, road, etc..)
      Tag1:byte;    //Tag to know building type, unit type etc.
  
      MapEdDir: Byte;
      MapEdShape: (hsCircle, hsSquare);
  
negative.code:         tlRoadWork  // -        X         X       X          -     X      -
          );
  
    TBorderType = (bt_None, bt_Field, bt_Wine, bt_HousePlan, bt_HouseBuilding);
  
  
    TKMVertexUsage = (vu_None=0,  //Nobody is on this vertex
  