anchor.diff:    ShiftY:=(RXData[rxUnits].Pivot[ID].y+RXData[rxUnits].Size[ID].Y)/CELL_SIZE_PX;
   
     ShiftY:=ShiftY-fTerrain.InterpolateLandHeight(UnitX,UnitY)/CELL_HEIGHT_DIV-0.4 -2.25;
  -  fRenderList.AddSprite(rxUnits,ID,pX+ShiftX,pY+ShiftY,pX,pY,NewInst,FlagColor);
  +  fRenderList.AddSprite(rxUnits,ID,pX+ShiftX,pY+ShiftY,pY+ShiftY,NewInst,FlagColor);
   
     if SHOW_UNIT_MOVEMENT and fGame.AllowDebugRendering then
       fRenderAux.Dot(pX,pY-fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV, FlagColor); //Render dot where unit is
  
positive.code:     ID := MapElem[aID].Step[aAnimStep mod MapElem[aID].Count +1 ] +1;
      ShiftY := ShiftY + (RXData[rxTrees].Size[ID].Y) / CELL_SIZE_PX;
      ShiftY := ShiftY - fTerrain.InterpolateLandHeight(pX+ShiftX, pY+ShiftY)/CELL_HEIGHT_DIV;
      fRenderList.AddSprite(rxTrees, ID, pX+ShiftX, pY+ShiftY, pX, pY, true);
      if DoImmediateRender then RenderSprite(rxTrees,ID,pX+ShiftX,pY+ShiftY,$FFFFFFFF,255,Deleting);
    end;
  begin
  
negative.code:     begin
        ShiftX := Loc.X + (RXData[rxGame].Pivot[aID].x + MarketWaresOffsetX)/CELL_SIZE_PX;
        ShiftY := Loc.Y + (RXData[rxGame].Pivot[aID].y + MarketWaresOffsetY+RXData[rxGame].Size[aID].Y)/CELL_SIZE_PX-fTerrain.Land[Loc.Y+1,Loc.X].Height/CELL_HEIGHT_DIV;
        fRenderList.AddSprite(rxGame,aID,ShiftX,ShiftY,ShiftY,false);
      end;
    end;
  
  