anchor.diff:  end;
   
   
  -procedure TRenderPool.PaintRallyPoint(const aHouseEntrance, aRallyPoint: TKMPoint; aColor: Cardinal; aTexId: Word; aPass: Byte; aDoImmediateRender: Boolean = False);
  +procedure TRenderPool.PaintFlagPoint(const aHouseEntrance, aFlagPoint: TKMPoint; aColor: Cardinal; aTexId: Word; aFirstPass: Boolean;
  +                                     aDoImmediateRender: Boolean = False);
   
     procedure RenderLineToPoint(const aP: TKMPointF);
     begin
  
positive.code:     // Sprites are added by Terrain/Players/Projectiles, then sorted by position
      fRenderList.Clear;
      CollectTerrainObjects(ClipRect, gTerrain.AnimStep);
      PaintRallyPoints(0);
  
      gHands.Paint(ClipRect); // Units and houses
      gProjectiles.Paint;
  
negative.code:     fRenderTerrain.RenderFOW(gMySpectator.FogOfWar);
  
      // Alerts/rally second pass is rendered after FOW
      PaintFlagPoints(False);
      if gGame.GamePlayInterface <> nil then
        gGame.GamePlayInterface.Alerts.Paint(1);
  
  