anchor.diff:            if (K <> colorID) and (K <> 0)
             and (not gNetworking.NetPlayers.ColorAvailable(MP_PLAYER_COLORS[K])
                  or ((gNetworking.SelectGameKind = ngkSave) and gNetworking.SaveInfo.GameInfo.ColorUsed(K))
  -               or IsColorCloseToColors(MP_PLAYER_COLORS[K], aiOnlyColors, MIN_PLAYER_COLOR_DIST)) then // Disable for AIOnly locs color (close to them)
  +               or IsColorCloseToColors(MP_PLAYER_COLORS[K], fixedLocsColors, MIN_PLAYER_COLOR_DIST)) then // Disable for AIOnly locs color (close to them)
               DropBox_Colors[I].List.Rows[K].Cells[0].Enabled := False
             else
             begin
  
positive.code: 
        colorID := FindMPColor(curPlayer.FlagColor);
        // Reset color to random, in case our color was too close to AI only locs colors
        if (colorID <> 0) and IsColorCloseToColors(MP_PLAYER_COLORS[colorID], aiOnlyColors, MIN_PLAYER_COLOR_DIST) then
          colorID := 0;
        
        if (gNetworking.SelectGameKind <> ngkMap)
  
negative.code: 
    UpdateGameOptionsUI;
  
    if gNetworking.IsSave then
      fixedLocsColors := gNetworking.SaveInfo.GameInfo.FixedLocsColors
    else
      fixedLocsColors := gNetworking.MapInfo.FixedLocsColors;
  
    firstUnused := True;
    for I := 1 to MAX_LOBBY_SLOTS do
  