anchor.diff:    ShiftY:=(RXData[3].Pivot[ID].y+RXData[3].Size[ID,2])/CELL_SIZE_PX;
   
     ShiftY:=ShiftY-fTerrain.InterpolateLandHeight(pX,pY)/CELL_HEIGHT_DIV-0.4;
  -  AddSpriteToList(3,ID,pX+ShiftX,pY+ShiftY,pX,pY,NewInst,Owner);
  +  AddSpriteToList(3,ID,pX+ShiftX,pY+ShiftY,pX,pY,NewInst,Owner,-1,true);
   
     if not MakeShowUnitMove then exit;
     glColor3ubv(@TeamColors[Owner]);  //Render dot where unit is
  
positive.code:   for i:=1 to RenderCount do
    if RenderList[i].NewInst then begin
      RO[i]:=i;
      P.X:=round(RenderList[i].Obj.X-0.5);
      P.Y:=round(RenderList[i].Obj.Y);
      RenderList[i].FOWvalue := fTerrain.CheckTileRevelation(P.X,P.Y,MyPlayer.PlayerID);
      if RenderList[i].FOWvalue=0 then
        RO[i]:=0;
  
negative.code:     Loc,Obj:TKMPointF;
      RX:byte;
      ID:word;
      NewInst,IsUnit:boolean;
      Team:byte;
      AlphaStep:single; //Only appliable to HouseBuild
      FOWvalue:byte; // Fog of War thickness
  