anchor.diff:    //by doing several updates per timer tick
     if fSpeedActual > 5 then
     begin
  -    fGameSpeedMultiplier := Round(fSpeedActual / 4);
  -    fTimerGame.Interval := Round(gGameSettings.SpeedPace / fSpeedActual * fGameSpeedMultiplier);
  +    fSpeedMultiplier := Round(fSpeedActual / 4);
  +    fTimerGame.Interval := Round(gGameSettings.SpeedPace / fSpeedActual * fSpeedMultiplier);
     end
     else
     begin
  -    fGameSpeedMultiplier := 1;
  +    fSpeedMultiplier := 1;
       fTimerGame.Interval := Round(gGameSettings.SpeedPace / fSpeedActual);
     end;
   
  
positive.code:   else
    begin
      // Always play several ticks per update. This is more convinient while using debugger
      for I := 1 to fGameSpeedMultiplier - 1 do // 1 Tick we already played
        DoUpdateGame;
    end;
  end;
  
negative.code:     fIsExiting: Boolean; //Set this to true on Exit and unit/house pointers will be released without cross-checking
      fIsPaused: Boolean;
      fSpeedActual: Single; //Actual speedup value, used to play the game
      fSpeedMultiplier: Word; //How many ticks are compressed into one
      fWaitingForNetwork: Boolean; //Indicates that we are waiting for other players commands in MP
      fAdvanceFrame: Boolean; //Replay variable to advance 1 frame, afterwards set to false
      fSaveFile: UnicodeString;  //Relative pathname to savegame we are playing, so it gets saved to crashreport
  