anchor.diff:      //Should be saved
       fCampaignMap: Byte;         //Which campaign map it is, so we can unlock next one on victory
       fCampaignName: TKMCampaignId;  //Is this a game part of some campaign
  +
  +    //Saved and loaded via GameInfo
       fGameName: UnicodeString;
       fGameMapCRC: Cardinal; //CRC of map for reporting stats to master server. Also used in MapEd
       fGameTickCount: Cardinal;
  +    fMissionMode: TKMissionMode;
  +
  +
       fGameSpeedChangeTick: Single;
       fGameSpeedChangeTime: Cardinal; //time of last game speed change
       fPausedTicksCnt: Cardinal;
  
positive.code:   fWaitingForNetwork := False;
    fGameOptions  := TKMGameOptions.Create;
    fMissionDifficulty := mdNone;
  
    //UserInterface is different between Gameplay and MapEd
    if fGameMode = gmMapEd then
  
negative.code:     SaveStream.Write(fCampaignName, SizeOf(TKMCampaignId));
      SaveStream.Write(fCampaignMap);
  
      SaveStream.Write(fGameSpeedChangeTick);
      SaveStream.Write(fGameSpeedChangeTime);
      SaveStream.Write(fPausedTicksCnt);
  
      //We need to know which mission/savegame to try to restart. This is unused in MP
      if not IsMultiplayer then
        SaveStream.WriteW(fMissionFileSP);
  