anchor.diff:  end;
   
   
  -procedure TRenderPool.RenderMapElement(aIndex: Word; AnimStep,pX,pY: Integer; DoImmediateRender: Boolean = False; Deleting: Boolean = False);
  +procedure TRenderPool.RenderMapElement(aIndex: Word; aAnimStep,pX,pY: Integer; aDoImmediateRender: Boolean = False; aDeleting: Boolean = False);
   begin
     if (gMySpectator.FogOfWar.CheckVerticeRenderRev(pX,pY) <= FOG_OF_WAR_MIN) then Exit;// Do not render tiles fully covered by FOW
     // Render either normal object or quad depending on what it is
     if gMapElements[aIndex].WineOrCorn then
  -    RenderMapElement4(aIndex,AnimStep,pX,pY,(aIndex in [54..57]),DoImmediateRender,Deleting) // 54..57 are grapes, all others are doubles
  +    RenderMapElement4(aIndex,aAnimStep,pX,pY,(aIndex in [54..57]),aDoImmediateRender,aDeleting) // 54..57 are grapes, all others are doubles
     else
  -    RenderMapElement1(aIndex,AnimStep,pX,pY,True,DoImmediateRender,Deleting);
  -end;
  -
  -
  -procedure TRenderPool.RenderMapElement1(aIndex: Word; AnimStep: Cardinal; LocX,LocY: Integer; aLoopAnim: Boolean; DoImmediateRender: Boolean = False; Deleting: Boolean = False);
  +    RenderMapElement1(aIndex,aAnimStep,pX,pY,True,aDoImmediateRender,aDeleting);
  +end;
  +
  +
  +procedure TRenderPool.RenderMapElement1(aIndex: Word; aAnimStep: Cardinal; LocX,LocY: Integer; aLoopAnim: Boolean;
  +                                        aDoImmediateRender: Boolean = False; aDeleting: Boolean = False);
   var
     R: TRXData;
     pX, pY: Integer;
  
positive.code:         fRenderList.AddSpriteG(rxHouses, picSnow, 0, CornerX(picSnow), CornerY(picSnow), gX, gY, $0, aSnowStep);
        end;
      end
      else if DoImmediateRender then
        RenderSprite(rxHouses, picStone, CornerX(picStone), CornerY(picStone), $0, DoHighlight, HighlightColor)
      else
        fRenderList.AddSpriteG(rxHouses, picStone, 0, CornerX(picStone), CornerY(picStone), gX, gY, $0);
    end
  
negative.code: end;
  
  
  procedure TRenderPool.AddHouseWork(aHouse: TKMHouseType; const aLoc: TKMPoint; aActSet: TKMHouseActionSet; aAnimStep, aAnimStepPrev: Cardinal;
                                     aFlagColor: TColor4; aDoImmediateRender: Boolean = False; aDoHighlight: Boolean = False; aHighlightColor: TColor4 = 0);
  var
    id: Cardinal;
    AT: TKMHouseActionType;
    A: TKMAnimLoop;
    rxData: TRXData;
    cornerX, cornerY: Single;
  const
    //These house actions should animate smoothly and continuously, regardless of AnimStep
  