anchor.diff:    inherited;
     fCount := 0;
     SetLength(RenderList, 512); // Allocate some space
  +
  +  fUnitsRXData := gRes.Sprites[rxUnits].RXData;
   end;
   
   
  
positive.code: 
  // New items must provide their ground level
  procedure TRenderList.AddSpriteG(aRX: TRXType; aId: Word; aUID: Integer; pX,pY,gX,gY: Single; aTeam: Cardinal = $0; aAlphaStep: Single = -1);
  begin
    if fCount >= Length(RenderList) then
      SetLength(RenderList, fCount + 256); // Book some space
  
negative.code:   // List of sprites prepared to be rendered
    TRenderList = class
    private
      fUnitsRXData: TRXData; //shortcut
      fCount: Word;
      RenderOrder: array of Word; // Order in which sprites will be drawn ()
      RenderList: array of TKMRenderSprite;
  