anchor.diff:  
     fPlayers.AfterMissionInit(true);
   
  -  fLog.AppendLog('Gameplay initialized', 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.
  
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:   fNetworking.GameCreated;
  
    if fNetworking.Connected and (fNetworking.NetGameState = lgs_Loading) then GameWaitingForNetwork(true); //Waiting for players
  end;
  
  
  