anchor.diff:  procedure TKMGame.WaitingPlayersDisplay(aWaiting: Boolean);
   begin
     fWaitingForNetwork := aWaiting;
  -  fGamePlayInterface.ShowNetworkLag(aWaiting, GetWaitingPlayersList, fNetworking.IsHost);
  +  fGamePlayInterface.ShowNetworkLag(aWaiting, WaitingPlayersList, fNetworking.IsHost);
   end;
   
   
   procedure TKMGame.WaitingPlayersDrop;
   begin
  -  fNetworking.DropPlayers(GetWaitingPlayersList);
  +  fNetworking.DropPlayers(WaitingPlayersList);
   end;
   
   
  
positive.code: ﻿unit KM_Game;
  {$I KaM_Remake.inc}
  interface
  uses
  
negative.code:     fIsPaused: Boolean;
      fGameSpeed: Single; //Actual speedup value
      fGameSpeedMultiplier: Word; //How many ticks are compressed into one
      fGameMode: TGameMode;
      fWaitingForNetwork: Boolean; //Indicates that we are waiting for other players commands in MP
      fAdvanceFrame: Boolean; //Replay variable to advance 1 frame, afterwards set to false
      fSaveFile: UnicodeString;  //Relative pathname to savegame we are playing, so it gets saved to crashreport
  