anchor.diff:      ///	<param name="aNetworking">
       ///	  Pointer to networking class, required if this is a multiplayer game.
       ///	</param>
  -    constructor Create(aGameMode: TGameMode; aRender: TRender; aNetworking: TKMNetworking);
  +    constructor Create(aGameMode: TKMGameMode; aRender: TRender; aNetworking: TKMNetworking);
       destructor Destroy; override;
   
       procedure GameStart(const aMissionFile, aGameName: UnicodeString; aCRC: Cardinal; aCampaign: TKMCampaign;
  
positive.code:     property ControlledHandIndex: TKMHandIndex read GetControlledHandIndex;
  
      property Scripting: TKMScripting read fScripting;
      property GameMode: TGameMode read fGameMode;
      property SaveFile: UnicodeString read fSaveFile;
      function GetMissionFile: UnicodeString;
      function GetScriptSoundFile(const aSound: AnsiString; aAudioFormat: TKMAudioFormat): UnicodeString;
  
negative.code: 
  
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.GetWaitingPlayersList: TKMByteArray;
  var
    ErrorMsg: UnicodeString;
  begin
  