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:         //We are waiting during inital loading
          Result := fNetworking.NetPlayers.GetNotReadyToPlayPlayers;
      else  begin
              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
  
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;
  
  
  