anchor.diff:  procedure TKMGame.GameStart(const aMissionFile, aGameName: UnicodeString; aCRC: Cardinal; aCampaign: TKMCampaign;
                               aCampMap: Byte; aLocation: ShortInt; aColor: Cardinal; aMapDifficulty: TKMMissionDifficulty = mdNone);
   const
  -  GAME_PARSE: array [TGameMode] of TKMMissionParsingMode = (
  +  GAME_PARSE: array [TKMGameMode] of TKMMissionParsingMode = (
       mpm_Single, mpm_Single, mpm_Multi, mpm_Multi, mpm_Editor, mpm_Single, mpm_Single);
   var
     I: Integer;
  
positive.code:     property ControlledHandIndex: TKMHandIndex read GetControlledHandIndex;
  
      property Scripting: TKMScripting read fScripting;
      property GameMode: TGameMode read fGameMode;
      property SaveFile: UnicodeString read fSaveFile;
      function GetMissionFile: UnicodeString;
      function GetScriptSoundFile(const aSound: AnsiString; aAudioFormat: TKMAudioFormat): UnicodeString;
  
negative.code: 
  
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.GetWaitingPlayersList: TKMByteArray;
  var
    ErrorMsg: UnicodeString;
  begin
  