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:   //Include in the bug report:
    MyZip.AddFiles(SaveName('basesave', '*')); //Replay files
    MyZip.AddFile(fLog.LogPath); //Log file
    //@Krom: I think you commented out the line below while refactoring. I found it very useful
    //       when people were using custom made missions, so could we have a way to remember and
    //       include both the script and map files? (.dat and .map)
    //@Lewin: Yes, you are right, my mistake. Although ATM we don't store fMissionFile localy..
    //@Krom: It would be nice to store "FileThatWeLoaded" which is either .dat or .sav.
    //       Sometimes I wish I had the saved game they loaded when I'm debugging a crash report sent to us.
    //
    //MyZip.AddFile(fMissionFile,'Mission'); //Mission script
    for i:=1 to AUTOSAVE_COUNT do
      MyZip.AddFiles(SaveName('autosave'+int2fix(i,2), '*')); //All autosaves
  
    //Save it
    CrashFile := 'KaM Crash '+GAME_REVISION+' '+FormatDateTime('yyyy-mm-dd hh-nn-ss',Now)+'.zip'; //KaM Crash r1830 2007-12-23 15-24-33.zip
    CreateDir(ExeDir+'Crash Reports');
    MyZip.SaveToFile(ExeDir+'Crash Reports\'+CrashFile);
    FreeAndNil(MyZip); //Free the memory
  
    if MessageDlg(
  
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);
  
  