anchor.diff:  procedure TKMGameResultsSP.Create_Results(aParent: TKMPanel);
   const
     LEGEND_WIDTH = 150;
  -  StatText: array [1..9] of Word = (
  -    TX_RESULTS_UNITS_LOST,      TX_RESULTS_UNITS_DEFEATED,  TX_RESULTS_HOUSES_LOST,
  -    TX_RESULTS_HOUSES_DESTROYED,TX_RESULTS_HOUSES_BUILT,    TX_RESULTS_UNITS_TRAINED,
  -    TX_RESULTS_WEAPONS_MADE,    TX_RESULTS_SOLDIERS_TRAINED,TX_RESULTS_MISSION_TIME);
  +  STAT_TEXT: array [1..9] of Word = (
  +    TX_RESULTS_UNITS_LOST,       TX_RESULTS_UNITS_DEFEATED,   TX_RESULTS_HOUSES_LOST,
  +    TX_RESULTS_HOUSES_DESTROYED, TX_RESULTS_HOUSES_BUILT,     TX_RESULTS_UNITS_TRAINED,
  +    TX_RESULTS_WEAPONS_MADE,     TX_RESULTS_SOLDIERS_TRAINED, TX_RESULTS_MISSION_TIME);
   var
     I, Adv: Integer;
   begin
  
positive.code:     grCancel:        Cap := gResTexts[TX_MENU_MISSION_CANCELED];
      grReplayEnd:     Cap := gResTexts[TX_MENU_REPLAY_ENDED];
      grGameContinues: Cap := ''; //Do not show game result, as game is still going
      else              Cap := NO_TEXT;
    end;
    Label_Results.Caption := Cap;
  
  
negative.code: 
  procedure TKMGameResultsSP.RepeatClick(Sender: TObject);
  begin
    // Means replay last map
    gGameApp.NewRestartLast(fRepeatGameName, fRepeatMission, fRepeatSave, fGameMode, fRepeatCampName, fRepeatCampMap,
                            fRepeatLocation, fRepeatColor, fRepeatDifficulty, fRepeatAIType);
  end;
  