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:   myNik, canEdit, hostCanEdit, isSave, isValid: Boolean;
    curPlayer: TKMNetPlayerInfo;
    firstUnused: Boolean;
    fixedLocsColors: TKMCardinalArray;
    colorDist: Single;
    players: set of Byte;
    playersCnt, startLoc, rngPlayersTeam: Integer;
  