anchor.diff:  constructor TRenderPool.Create(aRender: TRender);
   var RT: TRXType;
   begin
  -  Inherited Create;
  +  inherited Create;
   
     for RT := Low(TRXType) to High(TRXType) do
       fRXData[RT] := fResource.Sprites[RT].RXData;
  
positive.code: end;
  
  
  procedure TRenderPool.RenderCursorHighlights;
  var
    P: TKMPoint;
    F: TKMPointF;
  
negative.code:     if fTerrain.Land[I, K].Obj <> 255 then
        RenderObjectOrQuad(fTerrain.Land[I, K].Obj + 1, AnimStep, K, I);
  
    //Falling trees are in a separate list
    with fTerrain do
      for I := 0 to FallingTrees.Count - 1 do
      begin
        RenderObject(FallingTrees.Tag[I] + 1, AnimStep - FallingTrees.Tag2[I], FallingTrees[I].X, FallingTrees[I].Y);
        Assert(AnimStep - FallingTrees.Tag2[I] <= 100, 'Falling tree overrun?');
      end;
  end;
  
  
  