anchor.diff:      if RenderList[I].NewInst then
       begin
         RenderOrder[J] := I;
  -      inc(J);
  +      Inc(J);
       end;
     SetLength(RenderOrder, J);
   end;
  
positive.code:   if gMySpectator.FogOfWar.CheckRevelation(CurPos) <= FOG_OF_WAR_MIN then Exit;
    // Select closest (higher Z) units first (list is in low..high Z-order)
    for I := Length(RenderOrder) - 1 downto 0 do
      if RenderOrder[I] <> -1 then
      begin
        K := RenderOrder[I];
        // Don't check child sprites, we don't want to select serfs by the long pike they are carrying
        if (RenderList[K].UID > 0) and KMInRect(CurPos, RenderList[K].SelectionRect) then
        begin
          Result := RenderList[K].UID;
          Exit;
        end;
      end;
  end;
  
  
  
negative.code: // Sort all items in list from top-right to bottom-left
  procedure TRenderList.SortRenderList;
  var
    RenderOrderAux: array of Word;
  
    procedure DoQuickSort(aLo, aHi: Integer);
    var
  