anchor.diff:                    end;
   
                     fGamePlayInterface.UpdateState;
  -
  -                  if fGlobalTickCount mod 10 = 0 then //Every 1000ms
  -                    fTerrain.RefreshMinimapData; //Since this belongs to UI it should refresh at UI refresh rate, not Terrain refresh (which is affected by game speed-up)
  -
  -                  if fGlobalTickCount mod 10 = 0 then
  -                    if fMusicLib.IsMusicEnded then
  -                      fMusicLib.PlayNextTrack; //Feed new music track
  -
  -                  if fGlobalTickCount mod 10 = 0 then
  -                    Form1.StatusBar1.Panels[2].Text:='Time: '+int2time(GetMissionTime);
                   end;
       gsEditor:   begin
                     fMapEditorInterface.UpdateState;
                     fTerrain.IncAnimStep;
                     fPlayers.IncAnimStep;
  -                  if fGlobalTickCount mod 10 = 0 then //Every 500ms
  -                    fTerrain.RefreshMinimapData; //Since this belongs to UI it should refresh at UI refresh rate, not Terrain refresh (which is affected by game speed-up)
                   end;
       end;
   
  +  //Every 1000ms
  +  if fGlobalTickCount mod 10 = 0 then
  +  begin
  +    //Minimap
  +    if (fGameState in [gsRunning, gsReplay, gsEditor]) then
  +      fTerrain.RefreshMinimapData;
  +
  +    //Music
  +    if fMusicLib.IsMusicEnded then
  +      case fGameState of
  +        gsRunning, gsReplay: fMusicLib.PlayNextTrack; //Feed new music track
  +        gsNoGame:            fMusicLib.PlayMenuTrack(not fGlobalSettings.MusicOn); //Menu tune
  +      end;
  +
  +    //StatusBar  
  +    if (fGameState in [gsRunning, gsReplay]) then
  +      Form1.StatusBar1.Panels[2].Text := 'Time: '+int2time(GetMissionTime);
  +  end;
   end;
   
   
  
positive.code:                     if fGameState = gsNoGame then exit; //Quit the update if game was stopped by MyPlayer defeat
                      fProjectiles.UpdateState; //If game has stopped it's NIL
  
                      //Each 1min of gameplay time
                      if (fGameTickCount mod 600 = 0) and fGlobalSettings.Autosave then
                        Save(AUTOSAVE_SLOT);
                    end;
  
                    fNetworking.UpdateState;
                    fGamePlayInterface.UpdateState;
  
                    if fGlobalTickCount mod 10 = 0 then //Every 1000ms
                      fTerrain.RefreshMinimapData; //Since this belongs to UI it should refresh at UI refresh rate, not Terrain refresh (which is affected by game speed-up)
  
                    if fGlobalTickCount mod 10 = 0 then
                      if fMusicLib.IsMusicEnded then
                        fMusicLib.PlayNextTrack; //Feed new music track
  
                    if fGlobalTickCount mod 10 = 0 then
                      Form1.StatusBar1.Panels[2].Text:='Time: '+int2time(GetMissionTime);
                  end;
      gsReplay:   begin
                    for i:=1 to fGameSpeed do
  
negative.code:                     if fGameState = gsNoGame then exit; //Quit the update if game was stopped by MyPlayer defeat
                      fProjectiles.UpdateState; //If game has stopped it's NIL
  
                      //Issue stored commands
                      fGameInputProcess.Timer(fGameTickCount);
                      if not SkipReplayEndCheck and fGameInputProcess.ReplayEnded then
                        GameHold(true, gr_ReplayEnd);
  