anchor.diff:    SetLength(fEnemies, gHands.Count - 1);
     Cnt := 0;
     for PL := 0 to gHands.Count - 1 do
  -    if gHands[PL].Enabled AND (gHands[aOwner].Alliances[PL] = atEnemy) then
  +    if (gHands[aOwner].Alliances[PL] = atEnemy) AND PlayerActive(PL) then
       begin
         fEnemies[Cnt] := PL;
         Cnt := Cnt + 1;
  
positive.code: 
  
  function TNavMeshInfluenceSearch.FindClosestEnemies(const aOwner: TKMHandID; aCenterPoints: TKMPointArray; var aEnemiesStats: TKMEnemyStatisticsArray; aHouseInfluence: Boolean = True): Boolean;
  const
    MAX_ENEMIES_AT_ONCE = 11;
  var
  
negative.code: 
  implementation
  uses
    KM_AIFields, KM_AIInfluences, KM_NavMesh, KM_Hand, KM_HandsCollection, KM_ResHouses, KM_ArmyAttack;
  
  
  { TNavMeshInfluenceSearch }
  