anchor.diff:  
   { TGameInputProcess_Multi }
   constructor TKMGameInputProcess_Multi.Create(aReplayState: TKMGIPReplayState; aNetworking: TKMNetworking);
  -var i:integer; k: ShortInt;
  +var
  +  I: Integer;
  +  k: ShortInt;
   begin
     inherited Create(aReplayState);
  +
     fNetworking := aNetworking;
     fNetworking.OnCommands := RecieveCommands;
     fNetworking.OnResyncFromTick := ResyncFromTick;
     AdjustDelay(1); //Initialise the delay
   
     //Allocate memory for all commands packs
  -  for i:=0 to MAX_SCHEDULE-1 do for k:=1 to MAX_LOBBY_SLOTS do
  -  begin
  -    fSchedule[i,k] := TKMCommandsPack.Create;
  -    fRandomCheck[i].PlayerCheckPending[k] := false; //We don't have anything to be checked yet
  +  for I:=0 to MAX_SCHEDULE-1 do for k:=1 to MAX_LOBBY_SLOTS do
  +  begin
  +    fSchedule[I,k] := TKMCommandsPack.Create;
  +    fRandomCheck[I].PlayerCheckPending[k] := false; //We don't have anything to be checked yet
     end;
   end;
   
  
positive.code: 
  
  procedure TKMCommandsPack.Load(LoadStream: TKMemoryStream);
  var I: Integer;
  begin
    LoadStream.Read(fCount);
    SetLength(fItems, fCount + 1);
  
negative.code: 
  //Return CRC of the pack
  function TKMCommandsPack.CRC: Cardinal;
  var
    I: Integer;
  begin
    Result := 0;
    for I := 1 to fCount do
  