anchor.diff:      fMouseDownOnMap := True;
   
     UpdateCursor(X, Y, Shift);
  -
  -  Label_Coordinates.Caption := Format('X: %d, Y: %d', [gGameCursor.Cell.X, gGameCursor.Cell.Y]);
   
     gGame.MapEditor.MouseMove;
   end;
  
positive.code:     if not fViewport.Scrolling then
        gRes.Cursors.Cursor := kmc_Default;
    end;
  end;
  
  
  
negative.code:   //Check to see if we need to scroll
    fViewport.UpdateStateIdle(aFrameTime, False);
    fGuiTown.UpdateStateIdle;
    Update_Label_Coordinates;
  end;
  
  
  