anchor.diff:      fSkipReplayEndCheck: Boolean;
   
       //DO not save
  -    fGameSpeedChangeTick: Single;
  +    fSpeedChangeTick: Single;
       fGameSpeedChangeTime: Cardinal; //time of last game speed change
       fPausedTicksCnt: Cardinal;
   
  
positive.code: var TicksBehind: Single;
  begin
    TicksBehind := GetTicksBehindCnt; // save number of ticks we are behind now
    fGameSpeedChangeTick := fParams.Tick;
    if fParams.IsMultiPlayerOrSpec and not IsMPGameSpeedChangeAllowed then
      // Remember if we were some ticks behind at that moment.
      // Important for MP game with many players, but can be omitted for SP and MP with only 1 player
      fGameSpeedChangeTick := fGameSpeedChangeTick + TicksBehind;
    //set fGameSpeedChangeTime after we invoke GetTicksBehindCnt !
    fGameSpeedChangeTime := TimeGet;
    fPausedTicksCnt := 0;
  
negative.code:   TimeSince := GetTimeSince(fGameSpeedChangeTime);
    CalculatedTick := TimeSince*fSpeedActual/gGameSettings.SpeedPace - fPausedTicksCnt;
    //Calc how far behind are we, in ticks
    Result := CalculatedTick + fSpeedChangeTick - fParams.Tick;
  end;
  
  
  