anchor.diff:    if (PeaceTicksRemaining = 1) and (fGameMode in [gmMulti, gmMultiSpectate, gmReplayMulti]) then
     begin
       gSoundPlayer.Play(sfxnPeacetime, 1, True); //Fades music
  -    if fGameMode in [gmMulti, gmMultiSpectate] then
  +    if IsMultiPlayerOrSpec then
       begin
         SetGameSpeed(fGameOptions.SpeedAfterPT, False);
         fNetworking.PostLocalMessage(gResTexts[TX_MP_PEACETIME_OVER], csNone);
  
positive.code:   gProjectiles.SyncLoad;
    fScripting.SyncLoad;
  
    if fGameMode in [gmMulti, gmMultiSpectate] then
      MultiplayerRig(False);
  
    if fGameMode in [gmSingle, gmCampaign, gmMulti, gmMultiSpectate] then
  
negative.code: 
      fLastReplayTick := fGameTick;
  
      if IsMultiPlayerOrSpec then
        fNetworking.LastProcessedTick := fGameTick;
  
      //Tell the master server about our game on the specific tick (host only)
      if IsMultiPlayerOrSpec and fNetworking.IsHost
        and ((IsNormalMission and (fGameTick = ANNOUNCE_BUILD_MAP))
        or (IsTactic and (fGameTick = ANNOUNCE_BATTLE_MAP))) then
      fNetworking.ServerQuery.SendMapInfo(fGameName, fGameMapFullCRC, fNetworking.NetPlayers.GetConnectedCount);
  