anchor.diff:  
                         if (fGameMode in [gmMulti, gmMultiSpectate]) then
                           fNetworking.LastProcessedTick := fGameTickCount;
  +
                         //Tell the master server about our game on the specific tick (host only)
                         if (fGameMode in [gmMulti, gmMultiSpectate]) and fNetworking.IsHost
                         and (((fMissionMode = mm_Normal) and (fGameTickCount = ANNOUNCE_BUILD_MAP))
  
positive.code:                       gTerrain.UpdateState;
                        gAIFields.UpdateState(fGameTickCount);
                        gHands.UpdateState(fGameTickCount); //Quite slow
                        if gGame = nil then Exit; //Quit the update if game was stopped for some reason
                        gMySpectator.UpdateState(fGameTickCount);
                        fPathfinding.UpdateState;
                        gProjectiles.UpdateState; //If game has stopped it's NIL
  
                        fGameInputProcess.RunningTimer(fGameTickCount); //GIP_Multi issues all commands for this tick
                        //Returning to the lobby (through MP GIP) ends the game
                        if gGame = nil then Exit;
  
  
negative.code:                     end;
  
                      if DoGameHold then
                        Exit;
  
                      if fGameOptions.Peacetime * 600 < fGameTickCount then
                        PeaceTimeLeft := 0
  