anchor.diff:      fIsPaused: Boolean;
       fGameSpeed: Single; //Actual speedup value
       fGameSpeedMultiplier: Word; //How many ticks are compressed into one
  -    fGameMode: TGameMode;
  +    fGameMode: TKMGameMode;
       fWaitingForNetwork: Boolean; //Indicates that we are waiting for other players commands in MP
       fAdvanceFrame: Boolean; //Replay variable to advance 1 frame, afterwards set to false
       fSaveFile: UnicodeString;  //Relative pathname to savegame we are playing, so it gets saved to crashreport
  
positive.code: 
  
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.WaitingPlayersList: TKMByteArray;
  var
    ErrorMsg: UnicodeString;
  begin
  
negative.code:     property ControlledHandIndex: TKMHandIndex read GetControlledHandIndex;
  
      property Scripting: TKMScripting read fScripting;
      property GameMode: TKMGameMode read fGameMode;
      property SaveFile: UnicodeString read fSaveFile;
      function GetMissionFile: UnicodeString;
      function GetScriptSoundFile(const aSound: AnsiString; aAudioFormat: TKMAudioFormat): UnicodeString;
  