anchor.diff:          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 if aDoImmediateRender then
  +      RenderSprite(rxHouses, picStone, CornerX(picStone), CornerY(picStone), $0, aDoHighlight, aHighlightColor)
       else
         fRenderList.AddSpriteG(rxHouses, picStone, 0, CornerX(picStone), CornerY(picStone), gX, gY, $0);
     end
  
positive.code:     if gGameParams.DynamicFOW then
      begin
        FOW := gMySpectator.FogOfWar.CheckTileRevelation(LocX,LocY);
        if FOW <= 128 then AnimStep := 0; // Stop animation
      end;
      Id := gRes.Interpolation.Tree(aIndex, AnimStep, gGameParams.TickFrac, aLoopAnim);
      Id0 := gMapElements[aIndex].Anim.Step[1] + 1;
      if Id <= 0 then exit;
  
  
negative.code:     procedure AddUnitFlag(aUnit: TKMUnitType; aAct: TKMUnitActionType; aDir: TKMDirection; FlagAnim: Integer; pX,pY: Single; FlagColor: TColor4; DoImmediateRender: Boolean = False);
      procedure AddUnitWithDefaultArm(aUnit: TKMUnitType; aUID: Integer; aAct: TKMUnitActionType; aDir: TKMDirection; StepId: Integer; pX,pY: Single; FlagColor: TColor4; DoImmediateRender: Boolean = False; DoHignlight: Boolean = False; HighlightColor: TColor4 = 0);
  
      procedure RenderMapElement(aIndex: Word; aAnimStep,pX,pY: Integer; aDoImmediateRender: Boolean = False; aDeleting: Boolean = False);
      procedure RenderSpriteOnTile(const aLoc: TKMPoint; aId: Integer; aFlagColor: TColor4 = $FFFFFFFF);
      procedure RenderSpriteOnTerrain(const aLoc: TKMPointF; aId: Integer; aFlagColor: TColor4 = $FFFFFFFF; aForced: Boolean = False);
      procedure RenderTile(aTerrainId: Word; pX,pY,Rot: Integer);
  