anchor.diff:          //We are waiting during inital loading
           Result := fNetworking.NetPlayers.GetNotReadyToPlayPlayers;
       else  begin
  -            ErrorMsg := 'GetWaitingPlayersList from wrong state: '
  +            ErrorMsg := 'WaitingPlayersList 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
  +            raise Exception.Create(ErrorMsg);
             end;
     end;
   end;
  
positive.code: //Create template for the Game
  //aRender - who will be rendering the Game session
  //aNetworking - access to MP stuff
  constructor TKMGame.Create(aGameMode: TKMGameMode; aRender: TRender; aNetworking: TKMNetworking);
  const
    UIMode: array[TKMGameMode] of TUIMode = (umSP, umSP, umMP, umSpectate, umSP, umReplay, umReplay);
  begin
    inherited Create;
  
  
negative.code:     procedure MultiplayerRig;
      procedure SaveGame(const aPathName: UnicodeString; aTimestamp: TDateTime; const aMinimapPathName: UnicodeString = '');
      procedure UpdatePeaceTime;
      function WaitingPlayersList: TKMByteArray;
      function FindHandToSpec: Integer;
      procedure UpdateTickCounters;
      function GetTicksBehindCnt: Single;
  