anchor.diff:    fNetworking.GameCreated;
   
     if fNetworking.Connected and (fNetworking.NetGameState = lgs_Loading) then GameWaitingForNetwork(true); //Waiting for players
  -
  -  fLog.AppendLog('Gameplay initialized', True);
   end;
   
   
  
positive.code:   //When everything is ready we can update UI
    UpdateUI;
  
    fLog.AppendLog('Gameplay recording initialized', True);
    SetKaMSeed(4); //Random after StartGame and ViewReplay should match
  end;
  
  
  
negative.code: 
    fPlayers.AfterMissionInit(true);
  
    if fGameMode = gmMulti then
      fGameInputProcess := TGameInputProcess_Multi.Create(gipRecording, fNetworking)
    else
      fGameInputProcess := TGameInputProcess_Single.Create(gipRecording);
    fLog.AppendLog('Gameplay recording initialized', True);
  
    if fGameMode = gmMulti then
      MultiplayerRig;
  
    SetKaMSeed(4); //Random after StartGame and ViewReplay should match
  
    //We need to make basesave.bas since we don't know the savegame name
    //until after user saves it, but we need to attach replay base to it.
  