anchor.diff:      Exit;
     end;
   
  +  keyHandled := False;
     inherited KeyDown(Key, Shift, keyHandled);
     if keyHandled then Exit;
   
  
positive.code:     function CanShowAllies: Boolean;
      procedure UpdateMessageImages;
      procedure UpdateReplayBar;
    protected
      Sidebar_Top: TKMImage;
      Sidebar_Middle: TKMImage;
  
negative.code: begin
    aHandled := True; // assume we handle all keys here
  
    // Check if the game is on pause / waiting for network / key is blocked
    if not CanHandleKey(Key, Shift) then Exit;
  
    if fMyControls.KeyUp(Key, Shift) then Exit;
  
  