anchor.diff:      procedure GameMPReadyToPlay(Sender: TObject);
       procedure GameHold(DoHold: Boolean; Msg: TKMGameResultMsg); //Hold the game to ask if player wants to play after Victory/Defeat/ReplayEnd
       procedure RequestGameHold(Msg: TKMGameResultMsg);
  -    procedure PlayerVictory(aPlayerIndex: TKMHandID);
  +    procedure PlayerVictory(aHandIndex: TKMHandID);
       procedure PlayerDefeat(aPlayerIndex: TKMHandID; aShowDefeatMessage: Boolean = True);
       procedure WaitingPlayersDisplay(aWaiting: Boolean);
       procedure WaitingPlayersDrop;
  
positive.code: end;
  
  
  procedure TKMGame.PlayerVictory(aPlayerIndex: TKMHandID);
  begin
    if IsMultiPlayerOrSpec then
    begin
      fNetworking.PostLocalMessage(
        Format(gResTexts[TX_MULTIPLAYER_PLAYER_WON], [gHands[aPlayerIndex].GetOwnerNameColoredU]),
        csSystem);
  
      if Assigned(fNetworking.OnPlayersSetup) then
  
negative.code:   if fGameMode = gmMultiSpectate then
      Exit;
  
    if aHandIndex = gMySpectator.HandID then
      gSoundPlayer.Play(sfxnVictory, 1, True); //Fade music
  
    if fGameMode = gmMulti then
    begin
      if aHandIndex = gMySpectator.HandID then
      begin
        GameResult := grWin;
        fGamePlayInterface.ShowMPPlayMore(grWin);
  