anchor.diff:          (gNetworking.NetPlayers[I].HandIndex = fSchedule[tick, I].Items[K].HandIndex)
              or (fSchedule[tick, I].Items[K].CommandType in ALLOWED_BY_SPECTATORS) then
         begin
  -        StoreCommand(fSchedule[tick, I].Items[K]); //Store the command first so if Exec fails we still have it in the replay
  +        // Store the command first so if Exec fails we still have it in the replay
  +        StoreCommand(fSchedule[tick, I].Items[K]);
           ExecCommand(fSchedule[tick, I].Items[K]);
  -        //Returning to the lobby ends the game
  +        // Returning to the lobby ends the game
           if gGame = nil then Exit;
         end;
       end;
  
positive.code:     //Mark commands we've already sent to other players
      fSent: array [0..MAX_SCHEDULE-1] of Boolean; //Ring buffer
  
      //Did the player issue a command for this tick? If not it must be cleared from last time (we can't clear it earlier as it might be needed for resync)
      fCommandIssued: array [0..MAX_SCHEDULE-1] of Boolean;
  
      //Store random seeds at each tick then confirm with other players
  
negative.code: 
  destructor TKMGameInputProcess_Multi.Destroy;
  var
    I: Integer;
    K: ShortInt;
  begin
    for I := 0 to MAX_SCHEDULE - 1 do
  