anchor.diff:    fGameOptions.SpeedPT := fNetworking.NetGameOptions.SpeedPT;
     fGameOptions.SpeedAfterPT := fNetworking.NetGameOptions.SpeedAfterPT;
   
  -  SetGameSpeed(GetNormalGameSpeed, True);
  +  if aNewGame then
  +    SetGameSpeed(GetNormalGameSpeed, True);
   
     //Check for default advanced AI's
     if fNetworking.IsMap then
  
positive.code:     fCampaignMap: Byte;         //Which campaign map it is, so we can unlock next one on victory
      fCampaignName: TKMCampaignId;  //Is this a game part of some campaign
      fDynamicFOW: Boolean;
      fBlockGetPointer: Boolean;
  
      //Saved and loaded via GameInfo
      fGameName: UnicodeString;
  
negative.code:     gLog.AddTime('Gameplay recording initialized', True);
  
      if fGameMode in [gmMulti, gmMultiSpectate] then
        MultiplayerRig(True);
  
      //some late operations for parser (f.e. ProcessAttackPositions, which should be done after MultiplayerRig)
      Parser.PostLoadMission;
  