anchor.diff:  
   implementation
   uses
  -  Classes, Controls, Dialogs, SysUtils, KromUtils, Math,
  +  Classes, Controls, Dialogs, SysUtils, KromUtils, Math, TypInfo,
     {$IFDEF WDC} UITypes, {$ENDIF}
     KM_PathFindingAStarOld, KM_PathFindingAStarNew, KM_PathFindingJPS,
     KM_Projectiles, KM_AIFields, KM_AIArmyEvaluation,
  
positive.code: 
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.WaitingPlayersList: TKMByteArray;
  begin
    case fNetworking.NetGameState of
      lgs_Game, lgs_Reconnecting:
  
negative.code:     lgs_Loading:
          //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);
            end;
    end;
  end;
  
  