anchor.diff:        end;
       end else
         Id := gRes.HouseDat[aHouse].SupplyOut[I, Min(R2[I - 1], 5)] + 1;
  +
       AddHouseSupplySprite(Id);
     end;
   end;
   
   
   procedure TRenderPool.AddHouseMarketSupply(Loc: TKMPoint; ResType: TWareType; ResCount:word; AnimStep: Integer);
  -var i,Id: Integer;
  +var
  +  i,Id: Integer;
     CornerX,CornerY: Single; R: TRXData;
   begin
     if ResType = wt_Horse then //Horses are a beast, BeastId is the count, age is 1
  
positive.code: end;
  
  
  //Child items don't need ground level
  procedure TRenderList.AddSprite(aRX: TRXType; aId: Word; pX,pY: Single; aTeam: Cardinal = $0; aAlphaStep: Single = -1);
  begin
    if fCount >= Length(RenderList) then
  
negative.code: 
    //The same as Merge, but RenderOrder and RenderOrderAux are switched
    procedure MergeAux(aStart, aMid, aEnd: Integer);
    var
      I, A, B: Integer;
    begin
      A := aStart;
      B := aMid;
  