anchor.diff:      fOnPageChange: TGUIEventText; //will be in ancestor class
   
       fGameResultMsg: TGameResultMsg; //So we know where to go after results screen
  -    fWaresVisible: array [WARE_MIN..WARE_MAX] of Boolean; //For MP results page
  +    fPlayersVisible: array [0 .. MAX_PLAYERS - 1] of Boolean; //Remember visible players when toggling wares
       fEnabledPlayers: Integer;
   
       procedure BackClick(Sender: TObject);
  
positive.code:     procedure CreateBars(aParent: TKMPanel);
  
      procedure TabChange(Sender: TObject);
      procedure ResultsMP_PlayerSelect(Sender: TObject);
      procedure Refresh;
      procedure RefreshBars;
      procedure RefreshCharts;
  
negative.code:       Label_ResultsMP: TKMLabel;
        Panel_Bars: TKMPanel;
          Panel_BarsUpper, Panel_BarsLower: TKMPanel;
            Label_ResultsPlayerName1, Label_ResultsPlayerName2: array [0 .. MAX_PLAYERS - 1] of TKMLabel;
            Bar_Results: array [0 .. MAX_PLAYERS - 1, 0 .. 9] of TKMPercentBar;
            Image_ResultsRosette: array [0 .. MAX_PLAYERS - 1, 0 .. 9] of TKMImage;
        Panel_ChartsMP: TKMPanel;
          Chart_MPArmy: TKMChart;
          Chart_MPCitizens: TKMChart;
          Chart_MPHouses: TKMChart;
          Chart_MPWares: array [WARE_MIN..WARE_MAX] of TKMChart; //One for each player
          //Image_MPResultsBackplate: TKMImage;
          Radio_Wares: TKMRadioGroup;
        Button_ResultsMPBack: TKMButton;
    public
      constructor Create(aParent: TKMPanel; aOnPageChange: TGUIEventText);
      destructor Destroy; override;
  