anchor.diff:  procedure TRender.RenderHouseBuild(Index:THouseType; Loc:TKMPoint);
   var ShiftX,ShiftY:single; ID:integer;
   begin
  -  Loc.X := Loc.X + fResource.HouseDat[Index].EntranceOffsetX;
     ID := fResource.HouseDat[Index].TabletIcon;
  -  ShiftX := Loc.X + RXData[4].Pivot[ID].x/CELL_SIZE_PX + 0.5;
  +  ShiftX := Loc.X + fResource.HouseDat[Index].EntranceOffsetX + RXData[4].Pivot[ID].x/CELL_SIZE_PX + 0.5;
     ShiftY := Loc.Y + (RXData[4].Pivot[ID].y + RXData[4].Size[ID].Y)/CELL_SIZE_PX + 0.5 - fTerrain.Land[Loc.Y+1, Loc.X].Height/CELL_HEIGHT_DIV;
     AddSpriteToList(4,ID,ShiftX,ShiftY,Loc.X,Loc.Y,true);
   end;
  
positive.code: {Simple dot to know where it actualy is}
  procedure TRender.RenderDot(pX,pY:single; Size:single = 0.05);
  begin
    glBegin (GL_QUADS);
      glkRect(pX-1-Size,pY-1+Size,pX-1+Size,pY-1-Size);
    glEnd;
  end;
  
negative.code:       3: glBindTexture(GL_TEXTURE_2D, TextS[AnimStep mod 24 div 8 + 1]); //These should be unsynced later on
        4: glBindTexture(GL_TEXTURE_2D, TextF[AnimStep mod 5 + 1]);
      end;
      glBegin(GL_QUADS);
        with fTerrain do
        for i:=y1 to y2 do for k:=x1 to x2 do
        if (iW=1) or (MyPlayer.FogOfWar.CheckTileRevelation(k,i) > FOG_OF_WAR_ACT) then //No animation in FOW
  