anchor.diff:                        UpdatePeacetime; //Send warning messages about peacetime if required
                         fTerrain.UpdateState;
                         fPlayers.UpdateState(fGameTickCount); //Quite slow
  -                      if fIsEnded then Exit; //Quit the update if game was stopped by MyPlayer defeat
  +                      if fGame = nil then Exit; //Quit the update if game was stopped for some reason
                         fProjectiles.UpdateState; //If game has stopped it's NIL
   
                         fGameInputProcess.RunningTimer(fGameTickCount); //GIP_Multi issues all commands for this tick
  
positive.code:     fMapEditor: TKMMapEditor;
  
      fIsExiting: Boolean; //Set this to true on Exit and unit/house pointers will be released without cross-checking
      fIsEnded: Boolean; //The game has ended/crashed and further UpdateStates are not required/impossible
      fIsPaused: Boolean;
      fGameSpeed: Word; //Actual speedup value
      fGameSpeedMultiplier: Word; //How many ticks are compressed into one
  
negative.code:                     UpdatePeacetime; //Send warning messages about peacetime if required (peacetime sound should still be played in replays)
                      fTerrain.UpdateState;
                      fPlayers.UpdateState(fGameTickCount); //Quite slow
                      if fGame = nil then Exit; //Quit the update if game was stopped for some reason
                      fProjectiles.UpdateState; //If game has stopped it's NIL
  
                      //Issue stored commands
  