anchor.diff:    aSaveStream.Write(fCampaignMap);
   
     aSaveStream.Write(fDynamicFOW);
  -
  +  aSaveStream.Write(fGameSpeedGIP);
   
     if aReplayStream then
       aSaveStream.PlaceMarker('ConsistencyCheck2');
  
positive.code:   LoadStream.Read(fCampaignMap);
  
    LoadStream.Read(fDynamicFOW);
  
    if aReplayStream then
      LoadStream.CheckMarker('ConsistencyCheck2');
  
negative.code:     fIsExiting: Boolean; //Set this to true on Exit and unit/house pointers will be released without cross-checking
      fIsPaused: Boolean;
      fGameSpeedActual: Single; //Actual speedup value, used to play the game
      fGameSpeedMultiplier: Word; //How many ticks are compressed into one
      fGameMode: TKMGameMode;
      fWaitingForNetwork: Boolean; //Indicates that we are waiting for other players commands in MP
  