anchor.diff:    Classes,
     dglOpenGL, SysUtils, KromOGLUtils, KromUtils, Math,
     KM_Defaults, KM_CommonTypes, KM_CommonClasses, KM_Pics, KM_Points, KM_Render, KM_Viewport,
  -  KM_RenderTerrain, KM_ResHouses, KM_ResSprites, KM_Units,
  +  KM_RenderTerrain, KM_ResHouses, KM_ResSprites, KM_Units, KM_HandEntity,
     KM_Houses, KM_Terrain, KM_CommonGameTypes, KM_RenderDebug,
     KM_ResTypes;
   
  
positive.code: 
  //Try to render Unit or Unit group.
  //Return True, if succeeded
  function TRenderPool.TryRenderUnitOrGroup(aObject: TObject; aUnitFilterFunc, aGroupFilterFunc: TBooleanFunc;
                                            aUseGroupFlagColor, aDoHighlight: Boolean;
                                            aHandColor, aFlagColor: Cardinal; aHighlightColor: Cardinal = 0): Boolean;
  var
  
negative.code:     procedure RenderForegroundUI_Units;
      procedure RenderForegroundUI_PaintBucket(aHighlightAll: Boolean);
      procedure RenderForegroundUI_UniversalEraser(aHighlightAll: Boolean);
      function TryRenderUnitOrGroup(aEntity: TKMHandEntity; aUnitFilterFunc, aGroupFilterFunc: TBooleanFunc; aUseGroupFlagColor, aDoHighlight: Boolean; aHandColor, aFlagColor: Cardinal; aHighlightColor: Cardinal = 0): Boolean;
      procedure RenderUnit(U: TKMUnit; const P: TKMPoint; FlagColor: Cardinal; DoHighlight: Boolean; HighlightColor: Cardinal);
      function PaintBucket_UnitToRender(aUnit: TObject): Boolean;
      function PaintBucket_GroupToRender(aGroup: TObject): Boolean;
  