anchor.diff:  // white there will have sprite rendered
   // If there are two masks then we need to render sprite only there
   // where its mask is white AND where second mask is black
  -procedure TRenderPool.RenderSpriteAlphaTest(aRX: TRXType; aId: Word; aWoodProgress: Single; pX, pY: Single;
  -                                            aId2: Word = 0; aStoneProgress: Single = 0; X2: Single = 0; Y2: Single = 0);
  +procedure TRenderPool.RenderSpriteAlphaTest(aRX: TRXType; aId: Integer; aWoodProgress: Single; pX, pY: Single;
  +                                            aId2: Integer = 0; aStoneProgress: Single = 0; X2: Single = 0; Y2: Single = 0);
   var
     X, Y: Integer;
   begin
  
positive.code: end;
  
  
  procedure TRenderPool.PaintFlagPoint(const aHouseEntrance, aFlagPoint: TKMPoint; aColor: Cardinal; aTexId: Word; aFirstPass: Boolean;
                                       aDoImmediateRender: Boolean = False);
  
    procedure RenderLineToPoint(const aP: TKMPointF);
  
negative.code: 
  
  // New items must provide their ground level
  procedure TRenderList.AddSpriteG(aRX: TRXType; aId: Integer; aUID: Integer; pX,pY,gX,gY: Single; aTeam: Cardinal = $0; aAlphaStep: Single = -1);
  const
    MAX_SEL_RECT_HEIGHT = CELL_SIZE_PX * 1.5; //Restrict too long images selection rect
  var
  