anchor.diff:    I, netIndex: Integer;
     gameRes: TKMGameResultMsg;
     sizeToAllocate: Cardinal;
  +  isMulti: Boolean;
   begin
     gameInfo := TKMGameInfo.Create;
   
  
positive.code: 
    fOptions.Save(aHeaderStream); // Saved to header stream (uncompressed)
  
    //Because some stuff is only saved in singleplayer we need to know whether it is included in this save,
    //so we can load multiplayer saves in single player and vice versa.
    aHeaderStream.Write(fParams.IsMultiPlayerOrSpec);
  
    //In SinglePlayer we want to show player a preview of what the game looked like when he saved
    //Save Minimap is near the start so it can be accessed quickly
    if not fParams.IsMultiPlayerOrSpec then
      fGamePlayInterface.SaveMinimap(aHeaderStream);
  
    // ----------------------------------------------------------------
  
negative.code:     //Copy basesave so we have a starting point for replay
      if fParams.IsReplay then
      begin
        loadFrom := ChangeFileExt(ExeDir + fLoadFromFileRel, EXT_SAVE_BASE_DOT);
        //Game was saved from replay (.bas file)
        if FileExists(loadFrom) then
          KMCopyFileAsync(loadFrom, newSaveName, True, aSaveWorkerThread);
  