anchor.diff:    //created identically on all player's computers. Eventually these things can go through the GIP
   
     //For multiplayer consistency we compare all saves CRCs, they should be created identical on all player's computers.
  -  if not fParams.IsMultiPlayerOrSpec then
  +  if not isMulti then
       fGamePlayInterface.Save(aBodyStream); //Saves message queue and school/barracks selected units
   
     // Trim stream size to current position
  
positive.code:   I, netIndex: Integer;
    gameRes: TKMGameResultMsg;
    sizeToAllocate: Cardinal;
  begin
    gameInfo := TKMGameInfo.Create;
  
  
negative.code:     //Copy basesave so we have a starting point for replay
      if fParams.IsReplay then
      begin
        loadFrom := ChangeFileExt(ExeDir + fLoadFromFileRel, EXT_SAVE_BASE_DOT);
        //Game was saved from replay (.bas file)
        if FileExists(loadFrom) then
          KMCopyFileAsync(loadFrom, newSaveName, True, aSaveWorkerThread);
  