anchor.diff:        Label_Clock.Caption := Label_Clock.Caption + '|' + IntToStr(gGame.GameTickCount);
     end;
   
  -
     // Keep on updating these menu pages as game data keeps on changing
  -  if fGuiGameBuild.Visible then fGuiGameBuild.UpdateState;
  -  if fGuiGameRatios.Visible and (fUIMode in [umReplay, umSpectate]) then fGuiGameRatios.UpdateState;
  -  if fGuiGameStats.Visible then fGuiGameStats.UpdateState;
  -  if Panel_Menu.Visible then Menu_Update;
  +  if fGuiGameBuild.Visible then
  +    fGuiGameBuild.UpdateState;
  +  if fGuiGameRatios.Visible and (fUIMode in [umReplay, umSpectate]) then
  +    fGuiGameRatios.UpdateState;
  +  if fGuiGameStats.Visible then
  +    fGuiGameStats.UpdateState;
  +  if Panel_Menu.Visible then
  +    Menu_Update;
   
     // Update message stack
     // Flash unread message display
  
positive.code:   if fUIMode = umReplay then
    begin
      // Replays can continue after end, keep the bar in 0..1 range
  //    PercentBar_Replay.Seam := Min(gGame.GameOptions.Peacetime * 600 / Max(gGame.GameInputProcess.GetLastTick,1), 1);
  
      ReplayBar_Replay.SetParameters(gGame.GameTickCount,
                                      gGame.GameOptions.Peacetime,
                                      Max(gGame.GameInputProcess.GetLastTick, gGame.GameTickCount));
  
negative.code: 
    if DISPLAY_SOUNDS then
      S := S + IntToStr(gSoundPlayer.ActiveCount) + ' sounds playing|';
  
    if SHOW_AI_WARE_BALANCE then
    begin
  