anchor.diff:      //VII.    Message queue handling in gameplay interface
       //IX.     Text messages for multiplayer (moved to Networking)
       );
  +
  +  TGameInputCommandPackType = (
  +    gicpt_NoParams,
  +    gicpt_Int1,
  +    gicpt_Int2,
  +    gicpt_Int3,
  +    gicpt_Int4,
  +    gicpt_Text,
  +    gicpt_Date);
  +
   const
     BlockedByPeaceTime: set of TGameInputCommandType = [gic_ArmySplit, gic_ArmySplitSingle,
       gic_ArmyLink, gic_ArmyAttackUnit, gic_ArmyAttackHouse, gic_ArmyHalt,
  
positive.code:   AllowedAfterDefeat: set of TGameInputCommandType = [gic_GameAlertBeacon, gic_GameAutoSave, gic_GameSaveReturnLobby, gic_GameMessageLogRead, gic_TempDoNothing];
    AllowedInCinematic: set of TGameInputCommandType = [gic_GameAlertBeacon, gic_GameAutoSave, gic_GameSaveReturnLobby, gic_GameMessageLogRead, gic_TempDoNothing];
    AllowedBySpectators: set of TGameInputCommandType = [gic_GameAlertBeacon, gic_GameAutoSave, gic_GameSaveReturnLobby, gic_GamePlayerDefeat, gic_TempDoNothing];
  
  type
    TGameInputCommand = record
  
negative.code: 
      //VI.      Cheatcodes affecting gameplay (props)
  
      //VII.     Temporary and debug commands
      gic_TempAddScout,
      gic_TempRevealMap, //Revealing the map can have an impact on the game. Events happen based on tiles being revealed
      gic_TempVictory,
  