anchor.diff:        if not Map.InMap(X, Y) then
           Continue;
         if not WizardMode then
  -        if (GetDist(Player.X, Player.Y, X, Y) > Player.GetRadius) and
  +        if (GetDist(Player.X, Player.Y, X, Y) > R) and
             Map.GetFog(X, Y) then
             Continue;
         T := Map.GetTile(X, Y);
  
positive.code:         RenderLook(X, Y, T, False);
        if not WizardMode then
        begin
          if (GetDist(Player.X, Player.Y, X, Y) <= Player.GetRadius) then
          begin
            if not Map.GetFog(X, Y) then
              Terminal.ForegroundColor(clFog);
  
negative.code: 
  procedure TSceneGame.Render;
  var
    I, X, Y, PX, PY, DX, DY, R: Integer;
    T: TTile;
    Min, Max: TPoint;
  
  