anchor.diff:      fSkipReplayEndCheck: Boolean;
   
       //DO not save
  -    fGameSpeedChangeTick: Single;
  +    fSpeedChangeTick: Single;
       fGameSpeedChangeTime: Cardinal; //time of last game speed change
       fPausedTicksCnt: Cardinal;
   
  
positive.code: var TicksBehind: Single;
  begin
    TicksBehind := GetTicksBehindCnt; // save number of ticks we are behind now
    fGameSpeedChangeTick := fParams.Tick;
    if fParams.IsMultiPlayerOrSpec and not IsMPGameSpeedChangeAllowed then
      // Remember if we were some ticks behind at that moment.
      // Important for MP game with many players, but can be omitted for SP and MP with only 1 player
      fGameSpeedChangeTick := fGameSpeedChangeTick + TicksBehind;
    //set fGameSpeedChangeTime after we invoke GetTicksBehindCnt !
    fGameSpeedChangeTime := TimeGet;
    fPausedTicksCnt := 0;
  
negative.code:   fSkipReplayEndCheck := False;
    fWaitingForNetwork := False;
    fOptions  := TKMGameOptions.Create;
    fSpeedChangeTick := 0;
    fGameSpeedChangeTime := 0;
    fGameSpeedChangeAllowed := True;
    fPausedTicksCnt := 0;
  