anchor.diff:          //We are waiting during inital loading
           Result := fNetworking.NetPlayers.GetNotReadyToPlayPlayers;
       else  begin
  -            ErrorMsg := 'WaitingPlayersList from wrong state: '
  +            ErrorMsg := 'GetWaitingPlayersList from wrong state: '
                          + GetEnumName(TypeInfo(TNetGameState), Integer(fNetworking.NetGameState));
               gLog.AddTime(ErrorMsg);
               //raise Exception.Create(ErrorMsg); //This error sometimes occur when host quits, but that's not critical, so we can just log it
  
positive.code: 
  
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.WaitingPlayersList: TKMByteArray;
  var
    ErrorMsg: UnicodeString;
  begin
  
negative.code:     procedure MultiplayerRig;
      procedure SaveGame(const aPathName: UnicodeString; aTimestamp: TDateTime; const aMinimapPathName: UnicodeString = '');
      procedure UpdatePeaceTime;
      function GetWaitingPlayersList: TKMByteArray;
      function FindHandToSpec: Integer;
      procedure UpdateTickCounters;
      function GetTicksBehindCnt: Single;
  