anchor.diff:      fRenderTerrain.RenderFOW(gMySpectator.FogOfWar);
   
       // Alerts/rally second pass is rendered after FOW
  -    PaintRallyPoints(1);
  +    PaintFlagPoints(False);
       if gGame.GamePlayInterface <> nil then
         gGame.GamePlayInterface.Alerts.Paint(1);
   
  
positive.code: end;
  
  
  procedure TRenderPool.PaintRallyPoint(const aHouseEntrance, aRallyPoint: TKMPoint; aColor: Cardinal; aTexId: Word; aPass: Byte; aDoImmediateRender: Boolean = False);
  
    procedure RenderLineToPoint(const aP: TKMPointF);
    begin
  
negative.code:     // Sprites are added by Terrain/Players/Projectiles, then sorted by position
      fRenderList.Clear;
      CollectTerrainObjects(ClipRect, gTerrain.AnimStep);
      PaintFlagPoints(True);
  
      gHands.Paint(ClipRect); // Units and houses
      gProjectiles.Paint;
  