anchor.diff:      useUid := (aTarget = rtSelection);
       uid := Sp1.UID * Byte(useUid);
   
  -    fRenderPool.RenderSprite(Sp1.RX, Sp1.Id, uid, useUid, Sp1.Loc.X, Sp1.Loc.Y, Sp1.TeamColor, Sp1.FOWvalue);
  +    fRenderPool.RenderSprite(Sp1.RX, Sp1.Id, uid, useUid, Sp1.Loc.X, Sp1.Loc.Y, Sp1.TeamColor);
     end
     else
     if (aTarget = rtScreen) then
  
positive.code:   begin
      if MapElem[aIndex].Anim.Count = 0 then Exit;
  
      A := MapElem[aIndex].Anim;
      FOW := MySpectator.FogOfWar.CheckTileRevelation(LocX,LocY);
      if FOW = 0 then exit; //Don't render objects which are unexplored
      if FOW <= 128 then AnimStep := 0; //Stop animation
      Id := A.Step[AnimStep mod Byte(A.Count) +1]+1;
      Id0 := A.Step[1] + 1;
      if Id <= 0 then exit;
  
negative.code:     if not DoImmediateRender then
        fRenderList.AddSpriteG(rxTrees, Id, 0, CornerX, CornerY, gX, gY)
      else
        RenderSprite(rxTrees, Id, 0, False, CornerX, CornerY, $FFFFFFFF, Deleting);
    end;
  end;
  
  