anchor.diff:    private
       fUnitsRXData: TRXData; //shortcut
       fCount: Word;
  -    RenderOrder: array of Word; // Order in which sprites will be drawn ()
  -    RenderList: array of TKMRenderSprite;
  +    fRenderOrder: array of Word; // Order in which sprites will be drawn ()
  +    fRenderList: array of TKMRenderSprite;
   
       fStat_Sprites: Integer; // Total sprites in queue
       fStat_Sprites2: Integer;// Rendered sprites
  
positive.code: 
  destructor TRenderList.Destroy;
  begin
    SetLength(RenderList, 0);
  
    inherited;
  end;
  
negative.code:     B := aMid;
      for I := aStart to aEnd - 1 do
        if (A < aMid) and ((B >= aEnd)
        or (fRenderList[renderOrderAux[A]].Feet.Y <= fRenderList[renderOrderAux[B]].Feet.Y)) then
        begin
          fRenderOrder[I] := renderOrderAux[A];
          Inc(A);
        end else begin
          fRenderOrder[I] := renderOrderAux[B];
          Inc(B);
        end;
    end;
  