anchor.diff:  end;
   
   
  -
  -//Should update any items changed by game (resource counts, hp, etc..)
  -procedure TKMapEdInterface.UpdateState(aTickCount: Cardinal);
  +procedure TKMapEdInterface.UpdatePlayerSelectButtons;
   const
     CAP_COLOR: array [Boolean] of Cardinal = ($80808080, $FFFFFFFF);
   var
     I: Integer;
   begin
  +  for I := 0 to MAX_HANDS - 1 do
  +    Button_PlayerSelect[I].FontColor := CAP_COLOR[gHands[I].HasAssets];
  +end;
  +
  +
  +//Should update any items changed by game (resource counts, hp, etc..)
  +procedure TKMapEdInterface.UpdateState(aTickCount: Cardinal);
  +begin
     //Update minimap every 1000ms
     if aTickCount mod 10 = 0 then
       fMinimap.Update(False);
   
     //Show players without assets in grey
     if aTickCount mod 10 = 0 then
  -  for I := 0 to MAX_HANDS - 1 do
  -    Button_PlayerSelect[I].FontColor := CAP_COLOR[gHands[I].HasAssets];
  -
  +    UpdatePlayerSelectButtons;
  +                 
     fGuiTerrain.UpdateState;
     fGuiMenu.UpdateState;
   end;
  
positive.code:     Button_PlayerSelect[I].ShapeColor := gHands[I].FlagColor;
  
    Player_UpdatePages;
  
    Label_MissionName.Caption := gGame.GameName;
  end;
  
negative.code:     procedure ShowMarkerInfo(aMarker: TKMMapEdMarker);
      procedure Player_SetActive(aIndex: TKMHandIndex);
      procedure Player_UpdatePages;
      procedure UpdatePlayerSelectButtons;
    protected
      MinimapView: TKMMinimapView;
      Label_Coordinates: TKMLabel;
  