anchor.diff:  procedure TRender.RenderDotOnTile(pX,pY:single);
   begin
     pY:=pY-fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV;
  -  glBegin (GL_QUADS);
  +  glBegin(GL_QUADS);
       glkRect(pX-1,pY-1,pX-1+0.1,pY-1-0.1);
     glEnd;
   end;
  
positive.code: var i,k:integer;
  begin
    for i:=y1 to y2 do begin
      glBegin (GL_LINE_STRIP);
      for k:=x1 to x2 do begin
        glColor4f(0.8,1,0.6,1.2-sqrt(sqr(i-GameCursor.Cell.Y)+sqr(k-GameCursor.Cell.X))/10); //Smooth circle gradient blending
        glvertex2f(k-1,i-1-fTerrain.Land[i,k].Height/CELL_HEIGHT_DIV);
  
negative.code:       3: glBindTexture(GL_TEXTURE_2D, TextS[AnimStep mod 24 div 8 + 1]); //These should be unsynced later on
        4: glBindTexture(GL_TEXTURE_2D, TextF[AnimStep mod 5 + 1]);
      end;
      glBegin(GL_QUADS);
        with fTerrain do
        for i:=y1 to y2 do for k:=x1 to x2 do
        if (iW=1) or (MyPlayer.FogOfWar.CheckTileRevelation(k,i) > FOG_OF_WAR_ACT) then //No animation in FOW
  