anchor.diff:  
   
   procedure TKMCommandsPack.Save(SaveStream: TKMemoryStream);
  -var I: Integer;
  +var
  +  I: Integer;
   begin
     SaveStream.Write(fCount);
     for I := 1 to fCount do
  
positive.code:     Exit;
    end;
  
    if (gGame.GameMode <> gmMultiSpectate) and gMySpectator.Hand.AI.HasLost
      and not (aCommand.CommandType in AllowedAfterDefeat) then
    begin
      gSoundPlayer.Play(sfxCantPlace);
      Exit;
  
negative.code: 
  { TGameInputProcess_Multi }
  constructor TKMGameInputProcess_Multi.Create(aReplayState: TKMGIPReplayState; aNetworking: TKMNetworking);
  var
    I: Integer;
    k: ShortInt;
  begin
    inherited Create(aReplayState);
  
    fNetworking := aNetworking;
    fNetworking.OnCommands := RecieveCommands;
    fNetworking.OnResyncFromTick := ResyncFromTick;
    AdjustDelay(1); //Initialise the delay
  
    //Allocate memory for all commands packs
    for I:=0 to MAX_SCHEDULE-1 do for k:=1 to MAX_LOBBY_SLOTS do
    begin
      fSchedule[I,k] := TKMCommandsPack.Create;
      fRandomCheck[I].PlayerCheckPending[k] := false; //We don't have anything to be checked yet
    end;
  end;
  
  