anchor.diff:                            if fGamePlayInterface <> nil then
                               fGamePlayInterface.ReplaySaved;
                           end;
  -
  -                        if gGame = nil then
  -                          Exit; //Quit if the game was stopped by a replay mismatch
   
                           if not SkipReplayEndCheck and IsReplayEnded then
                             RequestGameHold(grReplayEnd);
  
positive.code:                         //Issue stored commands
                          fGameInputProcess.ReplayTimer(fGameTick);
  
  
                          //Only increase LastTick, since we could load replay earlier at earlier state
                          fSavedReplays.LastTick := Max(fSavedReplays.LastTick, fGameTick);
  
                          //Save replay to memory (to be able to load it later)
                          //Make replay save only after everything is updated (UpdateState)
  
negative.code:   SaveStream: TKMemoryStream;
    DateTimeParam: TDateTime;
  begin
    if (fSavedReplays = nil) or fSavedReplays.Contains(fGameTick) then //No need to save twice on the same tick
      Exit;
  
    gLog.AddTime('Saving replay start');
  