anchor.diff:      procedure MultiplayerRig;
       procedure SaveGame(const aPathName: UnicodeString; aTimestamp: TDateTime; const aMinimapPathName: UnicodeString = '');
       procedure UpdatePeaceTime;
  -    function WaitingPlayersList: TKMByteArray;
  +    function GetWaitingPlayersList: TKMByteArray;
       function FindHandToSpec: Integer;
       procedure UpdateTickCounters;
       function GetTicksBehindCnt: Single;
  
positive.code: 
  
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.WaitingPlayersList: TKMByteArray;
  var
    ErrorMsg: UnicodeString;
  begin
  
negative.code: procedure TKMGame.WaitingPlayersDisplay(aWaiting: Boolean);
  begin
    fWaitingForNetwork := aWaiting;
    fGamePlayInterface.ShowNetworkLag(aWaiting, GetWaitingPlayersList, fNetworking.IsHost);
  end;
  
  
  procedure TKMGame.WaitingPlayersDrop;
  begin
    fNetworking.DropPlayers(GetWaitingPlayersList);
  end;
  
  
  