anchor.diff:      fGameTickCount: Cardinal;
       fMissionMode: TKMissionMode;
   
  -
  +    fUIDTracker: Cardinal;       //Units-Houses tracker, to issue unique IDs
  +    fMissionFileSP: UnicodeString; //Relative pathname to mission we are playing, so it gets saved to crashreport. SP only, see GetMissionFile.
  +
  +    //DO not save
       fGameSpeedChangeTick: Single;
       fGameSpeedChangeTime: Cardinal; //time of last game speed change
       fPausedTicksCnt: Cardinal;
   
       fLastAutosaveTime: Cardinal;
  -
  -    fUIDTracker: Cardinal;       //Units-Houses tracker, to issue unique IDs
  -    fMissionFileSP: UnicodeString; //Relative pathname to mission we are playing, so it gets saved to crashreport. SP only, see GetMissionFile.
   
       fReadyToStop: Boolean;
   
  
positive.code:     LoadStream.Read(fCampaignMap);
  
      LoadStream.Read(fDynamicFOW);
  
      LoadStream.Read(fGameSpeedChangeTick);
      LoadStream.Read(fGameSpeedChangeTime);
      LoadStream.Read(fPausedTicksCnt);
  
      //Check if this save is Campaign game save
      IsCampaign := False;
  
negative.code: 
      SaveStream.Write(fDynamicFOW);
  
      //We need to know which mission/savegame to try to restart. This is unused in MP
      if not IsMultiplayer then
        SaveStream.WriteW(fMissionFileSP);
  