anchor.diff:    if not KMSamePoint(aLoc, KMPoint(0,0)) then
     begin
       fViewport.Position := KMPointF(aLoc);
  -    SHOW_UNIT_ROUTES := true;
  -    SHOW_UNIT_MOVEMENT := true;
  -  end;
  -
  -  fLog.AppendLog('Gameplay Error: "'+aText+'" at location '+TypeToString(aLoc));
  +    SHOW_UNIT_ROUTES := True;
  +    SHOW_UNIT_MOVEMENT := True;
  +  end;
  +
  +  fLog.AppendLog('Gameplay Error: "' + aText + '" at location ' + TypeToString(aLoc));
   
     if (fGameInputProcess <> nil) and (fGameInputProcess.ReplayState = gipRecording) then
       fGameInputProcess.SaveToFile(SaveName('basesave', 'rpl')); //Save replay data ourselves
  
positive.code: end;
  
  
  procedure TKMGame.GameStart(aMissionFile, aGameName:string);
  var LoadError:string; fMissionParser: TMissionParser;
  begin
    fLog.AppendLog('GameStart');
  
    fGameName := aGameName;
  
    GameLoadingStep(fTextLibrary[TX_MENU_LOADING_SCRIPT]);
  
  
negative.code: 
      procedure GameMPPlay(Sender:TObject);
      procedure GameMPReadyToPlay(Sender:TObject);
      procedure GameError(aLoc: TKMPoint; aText: string); //Stop the game because of an error
      procedure SetGameState(aNewState:TGameState);
      procedure GameHold(DoHold:boolean; Msg:TGameResultMsg); //Hold the game to ask if player wants to play after Victory/Defeat/ReplayEnd
      procedure RequestGameHold(Msg:TGameResultMsg);
  