anchor.diff:      if fGame.IsMapEditor then
       begin
         fRenderAux.Quad(pX+1, pY+1, $600000FF);
  -      RenderWire(KMPoint(pX+1, pY+1), $800000FF);
  +      RenderWireTile(KMPoint(pX+1, pY+1), $800000FF);
       end;
     end
     else
  
positive.code: end;
  
  
  procedure TRenderPool.RenderWire(P: TKMPoint; Col: TColor4);
  begin
    if not gTerrain.TileInMapCoords(P.X, P.Y) then exit;
    glColor4ubv(@Col);
  
negative.code:     //Cursor overlays (including blue-wire plans), go on top of everything
      RenderForegroundUI;
  
    glPopAttrib;
  end;
  
  