anchor.diff:  end;
   
   
  -procedure TKMGame.GameStart(aMissionFile, aGameName:string);
  -var LoadError:string; fMissionParser: TMissionParser;
  +procedure TKMGame.GameStart(aMissionFile, aGameName: string);
  +var
  +  LoadError: string;
  +  fMissionParser: TMissionParser;
   begin
     fLog.AppendLog('GameStart');
   
     fGameName := aGameName;
  +  fMissionFile := aMissionFile;
   
     GameLoadingStep(fTextLibrary[TX_MENU_LOADING_SCRIPT]);
   
  
positive.code:   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));
  
    if (fGameInputProcess <> nil) and (fGameInputProcess.ReplayState = gipRecording) then
      fGameInputProcess.SaveToFile(SaveName('basesave', 'rpl')); //Save replay data ourselves
  
negative.code:     fNetworking:TKMNetworking;
      fViewport: TViewport;
      fPerfLog: TKMPerfLog;
      fMissionFile: string; //Path to mission we are playing, so it gets saved to crashreport
  
    //Should be saved
      fGameTickCount: Cardinal;
      fGameName: string;
      fMissionMode: TKMissionMode;
      ID_Tracker: Cardinal; //Mainly Units-Houses tracker, to issue unique numbers on demand
  
      procedure GameLoadingStep(const aText: String);
  
  