anchor.diff:      Loc,Obj:TKMPointF;
       RX:byte;
       ID:word;
  -    NewInst:boolean;
  +    NewInst,IsUnit:boolean;
       Team:byte;
       AlphaStep:single; //Only appliable to HouseBuild
       FOWvalue:byte; // Fog of War thickness
  
positive.code: 
  
  {Collect all sprites into list}
  procedure TRender.AddSpriteToList(aRX:byte; aID:word; pX,pY,oX,oY:single; aNew:boolean; const aTeam:byte=0; const Step:single=-1);
  begin
  inc(RenderCount);
  if length(RenderList)-1<RenderCount then setlength(RenderList,length(RenderList)+256); //Book some space
  
negative.code:   for i:=1 to RenderCount do
    if RenderList[i].NewInst then begin
      RO[i]:=i;
      if RenderList[i].IsUnit then
      begin
        P.X:=round(RenderList[i].Obj.X-0.5);
        P.Y:=round(RenderList[i].Obj.Y-1);
      end else
      begin
        P.X:=round(RenderList[i].Obj.X);
        P.Y:=round(RenderList[i].Obj.Y);
      end;
      //RenderQuad(P.X,P.Y);
      RenderList[i].FOWvalue := fTerrain.CheckTileRevelation(P.X,P.Y,MyPlayer.PlayerID);
      if RenderList[i].FOWvalue=0 then
        RO[i]:=0;
  