anchor.diff:    ID := A.Step[StepID mod A.Count + 1] + 1;
     if ID <= 0 then exit;
   
  -  ShiftX:=RXData[rxUnits].Pivot[ID].x/CELL_SIZE_PX;
  -  ShiftY:=(RXData[rxUnits].Pivot[ID].y+RXData[rxUnits].Size[ID].Y)/CELL_SIZE_PX;
  -
  -  ShiftY:=ShiftY-fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV-0.4;
  -  fRenderList.AddSprite(rxUnits,ID,pX+ShiftX,pY+ShiftY,pX,pY,NewInst,FlagColor,-1,true);
  +  ShiftX := RXData[rxUnits].Pivot[ID].x/CELL_SIZE_PX;
  +  ShiftY := (RXData[rxUnits].Pivot[ID].y+RXData[rxUnits].Size[ID].Y)/CELL_SIZE_PX;
  +
  +  ShiftY := ShiftY - fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV - 0.4;
  +  fRenderList.AddSprite(rxUnits,ID,pX+ShiftX,pY+ShiftY,pY+ShiftY,NewInst,FlagColor);
     if DoImmediateRender then RenderSprite(rxUnits,ID,pX+ShiftX,pY+ShiftY,FlagColor,255,Deleting);
   
     if SHOW_UNIT_MOVEMENT and fGame.AllowDebugRendering then
  
positive.code:   ShiftX:=RXData[rxUnits].Pivot[ID].x/CELL_SIZE_PX;
    ShiftY:=(RXData[rxUnits].Pivot[ID].y+RXData[rxUnits].Size[ID].Y)/CELL_SIZE_PX;
    ShiftY:=ShiftY-fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV-0.4 - 1.5;
    fRenderList.AddSprite(rxUnits,ID,pX+ShiftX,pY+ShiftY,pX,pY,false);
  end;
  
  
  
negative.code: 
  {Render house WIP tablet}
  procedure TRender.AddHouseTablet(Index:THouseType; Loc:TKMPoint);
  var ShiftX,ShiftY: Single; ID: Integer;
  begin
    ID := fResource.HouseDat[Index].TabletIcon;
    ShiftX := Loc.X +  RXData[rxGui].Pivot[ID].x/CELL_SIZE_PX + 0.6;
    ShiftY := Loc.Y + (RXData[rxGui].Pivot[ID].y + RXData[rxGui].Size[ID].Y)/CELL_SIZE_PX + 0.5 -
                      ((fTerrain.Land[Loc.Y+1, Loc.X].Height+fTerrain.Land[Loc.Y+1, Loc.X+1].Height) div 2)/CELL_HEIGHT_DIV;
    fRenderList.AddSprite(rxGui, ID, ShiftX, ShiftY, ShiftY, true);
  end;
  
  
  