anchor.diff:      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;
  
positive.code:     fGameTickCount: Cardinal;
      fMissionMode: TKMissionMode;
  
  
      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;
  
  
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);
  