anchor.diff:  begin
     aHandled := True; // assume we handle all keys here
   
  +  if aIsFirst and HandlePauseKey(Key) then Exit;
  +
     if gGame.IsPlayerWaiting and IsKeyBlockedOnPause(Key) then Exit;
   
     if fMyControls.KeyDown(Key, Shift) then
  
positive.code: end;
  
  
  function TKMGamePlayInterface.CanHandleKey(Key: Word; Shift: TShiftState): Boolean;
  
    function IsGameOnPause: Boolean;
    begin
  
negative.code: end;
  
  
  procedure TKMGamePlayInterface.HandleNextHouseKey(Key: Word);
  begin
    // Switch between same type buildings/units/groups
    if (Key = gResKeys[kfNextEntitySameType])
  