anchor.diff:      if RenderList[I].NewInst then
       begin
         RenderOrder[J] := I;
  -      inc(J);
  +      Inc(J);
       end;
     SetLength(RenderOrder, J);
   end;
  
positive.code: // Now render all these items from list
  procedure TRenderList.Render;
  var
    I, K, objectCount: Integer;
  begin
    fStat_Sprites := fCount;
    fStat_Sprites2 := 0;
    objectCount := Length(RenderOrder);
  
    for I := 0 to objectCount - 1 do
    if RenderOrder[I] <> -1 then
    begin
      K := RenderOrder[I];
      glPushMatrix;
  
negative.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
    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;
  
  
  