anchor.diff:  end;
   
   
  -procedure TKMGame.PlayerVictory(aPlayerIndex: TKMHandID);
  +procedure TKMGame.PlayerVictory(aHandIndex: TKMHandID);
   begin
     if IsMultiPlayerOrSpec then
     begin
  +    if fNetworking.NetPlayers.PlayerIndexToLocal(aHandIndex) = -1 then
  +      Exit;
  +      
       fNetworking.PostLocalMessage(
  -      Format(gResTexts[TX_MULTIPLAYER_PLAYER_WON], [gHands[aPlayerIndex].GetOwnerNameColoredU]),
  +      Format(gResTexts[TX_MULTIPLAYER_PLAYER_WON], [gHands[aHandIndex].GetOwnerNameColoredU]),
         csSystem);
   
       if Assigned(fNetworking.OnPlayersSetup) then
  
positive.code:     procedure GameMPReadyToPlay(Sender: TObject);
      procedure GameHold(DoHold: Boolean; Msg: TKMGameResultMsg); //Hold the game to ask if player wants to play after Victory/Defeat/ReplayEnd
      procedure RequestGameHold(Msg: TKMGameResultMsg);
      procedure PlayerVictory(aPlayerIndex: TKMHandID);
      procedure PlayerDefeat(aPlayerIndex: TKMHandID; aShowDefeatMessage: Boolean = True);
      procedure WaitingPlayersDisplay(aWaiting: Boolean);
      procedure WaitingPlayersDrop;
  
negative.code:   if fGameMode = gmMultiSpectate then
      Exit;
  
    if aHandIndex = gMySpectator.HandID then
      gSoundPlayer.Play(sfxnVictory, 1, True); //Fade music
  
    if fGameMode = gmMulti then
    begin
      if aHandIndex = gMySpectator.HandID then
      begin
        GameResult := grWin;
        fGamePlayInterface.ShowMPPlayMore(grWin);
  