anchor.diff:        FindClose(searchRec);
       end;
     end;
  +
  +  //@Rey: I found it might be helpful to also attach the fSaveFile (savegame from which the game was loaded and crashed)
   
     if fParams.IsReplay or (fGamePlayInterface.UIMode = umReplay) then //In case game mode was altered or loaded with logical error
     begin
  
positive.code:   missionFile := fParams.MissionFile;
    path := ExtractFilePath(ExeDir + missionFile);
  
    AttachFile(ExeDir + missionFile);
    AttachFile(ExeDir + ChangeFileExt(missionFile, '.map')); //Try to attach the map
  
    //Try to add main script file and all other scripts, because they could be included
    if FileExists(ExeDir + ChangeFileExt(missionFile, '.script')) then
    begin
      FindFirst(path + '*.script', faAnyFile - faDirectory, searchRec);
  
negative.code: begin
    gLog.AddTime('Creating crash report...');
  
    // Attempt to save the game, but if the state is too messed up it might fail
    fSaveWorkerThread.fSynchronousExceptionMode := True; //Do saving synchronously in main thread
    try
      if (fParams.Mode in [gmSingle, gmCampaign, gmMulti, gmMultiSpectate])
  