anchor.diff:  					override = mode.name
   				switch( override )
   					if("nuclear emergency") //Nuke wasn't on station when it blew up
  -						flick("intro_nuke",cinematic)
  -						sleep(35)
  -						world << sound('sound/effects/explosionfar.ogg')
  -						flick("station_intact_fade_red",cinematic)
  -						cinematic.icon_state = "summary_nukefail"
  +						flick("intro_nuke",C)
  +						sleep(35)
  +						world << sound('sound/effects/explosionfar.ogg')
  +						flick("station_intact_fade_red",C)
  +						C.icon_state = "summary_nukefail"
   					else
  -						flick("intro_nuke",cinematic)
  +						flick("intro_nuke",C)
   						sleep(35)
   						world << sound('sound/effects/explosionfar.ogg')
   						//flick("end",cinematic)
  
positive.code: 	votetimer()
  	return 1
  
  /datum/controller/gameticker
  	//station_explosion used to be a variable for every mob's hud. Which was a waste!
  	//Now we have a general cinematic centrally held within the gameticker....far more efficient!
  	var/obj/screen/cinematic = null
  
  	//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
  	proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
  		if( cinematic )	return	//already a cinematic in progress!
  
  		//initialise our cinematic screen object
  		cinematic = new(src)
  		sleep(100)
  		cinematic.icon = 'icons/effects/station_explosion.dmi'
  		cinematic.icon_state = "station_intact"
  		cinematic.layer = 20
  		cinematic.mouse_opacity = 0
  		cinematic.screen_loc = "1,0"
  
  		var/obj/structure/stool/bed/temp_buckle = new(src)
  		//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
  
negative.code: 			for(var/mob/living/M in living_mob_list)
  				M.buckled = temp_buckle				//buckles the mob so it can't do anything
  				if(M.client)
  					M.client.screen += C	//show every client the cinematic
  		else	//nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
  			for(var/mob/living/M in living_mob_list)
  				M.buckled = temp_buckle
  				if(M.client)
  					M.client.screen += C
  
  				switch(M.z)
  					if(0)	//inside a crate or something
  