anchor.diff:      property ControlledHandIndex: TKMHandIndex read GetControlledHandIndex;
   
       property Scripting: TKMScripting read fScripting;
  -    property GameMode: TGameMode read fGameMode;
  +    property GameMode: TKMGameMode read fGameMode;
       property SaveFile: UnicodeString read fSaveFile;
       function GetMissionFile: UnicodeString;
       function GetScriptSoundFile(const aSound: AnsiString; aAudioFormat: TKMAudioFormat): UnicodeString;
  
positive.code: 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 = (
      mpm_Single, mpm_Single, mpm_Multi, mpm_Multi, mpm_Editor, mpm_Single, mpm_Single);
  var
    I: Integer;
  
negative.code:         //We are waiting during inital loading
          Result := fNetworking.NetPlayers.GetNotReadyToPlayPlayers;
      else  begin
              ErrorMsg := 'GetWaitingPlayersList from wrong state: '
                         + GetEnumName(TypeInfo(TNetGameState), Integer(fNetworking.NetGameState));
              gLog.AddTime(ErrorMsg);
              //raise Exception.Create(ErrorMsg); //This error sometimes occur when host quits, but that's not critical, so we can just log it
            end;
    end;
  end;
  