anchor.diff:      SelectionRect: TKMRectF; // Used for selecting units by sprite
     end;
   
  -  TSmallIntArray = array of smallint;
  -
     // List of sprites prepared to be rendered
     TRenderList = class
     private
       fCount: Word;
  -    RenderOrder: TSmallIntArray; // Order in which sprites will be drawn ()
  +    RenderOrder: array of Word; // Order in which sprites will be drawn ()
       RenderList: array of TKMRenderSprite;
   
       fStat_Sprites: Integer; // Total sprites in queue
  
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 RenderList[I].NewInst then
      begin
        RenderOrder[J] := I;
        Inc(J);
      end;
    SetLength(RenderOrder, J);
  end;
  