anchor.diff:  
   
   { TBackwardFF }
  +constructor TBackwardFF.Create(aSorted: Boolean = False);
  +begin
  +  inherited Create(aSorted);
  +  fFilterFF := TFilterFF.Create(False);
  +end;
  +
  +
  +destructor TBackwardFF.Destroy();
  +begin
  +  fFilterFF.Free;
  +  inherited Destroy;
  +end;
  +
  +
   procedure TBackwardFF.UpdatePointers(var aDefInfo: TDefInfoArray; var aQueueArray: TPolygonsQueueArr);
   begin
     fDefInfo := aDefInfo;
  
positive.code:   end;
  
  
  const
    OWNER_INFLUENCE_LIMIT = 220; // From this influence limit will be counted distance, it is also the closest line of possible defence
    MAX_ENEMY_INFLUENCE = 200; // Maximal enemy influence in FordwardFF (forward flood fill will not scan futher)
  
negative.code:   end;
    TKMDefencePosArr = array of TKMDefencePosition;
  
    TForwardFF = class;
    TBackwardFF = class;
    TFilterFF = class;
  
    TForwardFF = class(TNavMeshFloodFill)
    private
  