anchor.diff:      procedure SaveMapEditor(const aPathName: UnicodeString); overload;
       procedure SaveMapEditor(const aPathName: UnicodeString; aInsetRect: TKMRect); overload;
       procedure RestartReplay; //Restart the replay but keep current viewport position/zoom
  +
  +    property IsExiting: Boolean read fIsExiting;
  +    property IsPaused: Boolean read fIsPaused write SetIsPaused;
   
       function MissionTime: TDateTime;
       function GetPeacetimeRemaining: TDateTime;
  
positive.code:     function GetMissionFile: UnicodeString;
      function GetScriptSoundFile(const aSound: AnsiString; aAudioFormat: TKMAudioFormat): UnicodeString;
  
      property IsExiting: Boolean read fIsExiting;
      property IsPaused: Boolean read fIsPaused write SetIsPaused;
      property MissionMode: TKMissionMode read fMissionMode write fMissionMode;
      property GameLockedMutex: Boolean read fGameLockedMutex write fGameLockedMutex;
      function GetNewUID: Integer;
      function GetNormalGameSpeed: Single;
      procedure SetGameSpeed(aSpeed: Single; aToggle: Boolean);
      procedure StepOneFrame;
      function SavePath(aName: UnicodeString; aIsMultiplayer: Boolean): UnicodeString;
      function SaveName(aFolder, aName, aExt: UnicodeString; aIsMultiplayer: Boolean): UnicodeString; overload;
      function SaveName(const aName, aExt: UnicodeString; aIsMultiplayer: Boolean): UnicodeString; overload;
      procedure UpdateMultiplayerTeams;
  
      property PerfLog: TKMPerfLog read fPerfLog;
  
negative.code:     // f.e. if we behind on 1.4 ticks - make 1 more update, for 1.6 - 2 more updates
      for I := 0 to Min(Trunc(TicksBehindCnt - 0.5), MAX_TICKS_PER_GAME_UPDATE - 1) do // do not do too many GameUpdates at once. Limit them
        DoUpdateGame;
  end;
  
  
  