anchor.diff:      if NetPlayerIndex <> -1 then
       begin
         fNetPlayers[NetPlayerIndex].StartLocation := fNetPlayers[aPlayerIndex].StartLocation;
  +
         //Spectators can't have team
         if fNetPlayers[NetPlayerIndex].StartLocation = LOC_SPECTATE then
           fNetPlayers[NetPlayerIndex].Team := 0;
  +
  +      //If host pushes player to a different loc, the player should be set to not ready (they must agree to change)
  +      if (NetPlayerIndex <> fMyIndex) and not fNetPlayers[NetPlayerIndex].IsComputer then
  +        fNetPlayers[NetPlayerIndex].ReadyToStart := False;
       end;
     end;
   
  
positive.code:                   //Host makes rules, Joiner will get confirmation from Host
                    fNetPlayers[aPlayerIndex].StartLocation := aIndex; //Use aPlayerIndex not fMyIndex because it could be an AI
  
                    if aIndex = LOC_SPECTATE then
                      fNetPlayers[aPlayerIndex].Team := 0; //Spectators can't have team
  
  
negative.code:   fNetPlayers[aPlayerIndex].Team := aIndex; //Use aPlayerIndex not fMyIndex because it could be an AI
  
    case fNetPlayerKind of
      lpk_Host:   begin
                    //If host pushes player to a different team, the player should be set to not ready (they must agree to change)
                    if (aPlayerIndex <> fMyIndex) and not fNetPlayers[aPlayerIndex].IsComputer then
                      fNetPlayers[aPlayerIndex].ReadyToStart := False;
  
                    SendPlayerListAndRefreshPlayersSetup;
                  end;
      lpk_Joiner: PacketSend(NET_ADDRESS_HOST, mk_SetTeam, aIndex);
    end;
  end;
  