anchor.diff:  		//Otherwise if its a verb it will continue on afterwards.
   		sleep(300)
   
  -		if(cinematic)	del(cinematic)		//end the cinematic
  +		if(C)	del(C)		//end the cinematic
   		if(temp_buckle)	del(temp_buckle)	//release everybody
   		return
   
  
positive.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 += cinematic	//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 += cinematic
  
  				switch(M.z)
  					if(0)	//inside a crate or something
  
negative.code: 					override = mode.name
  				switch( override )
  					if("nuclear emergency") //Nuke Ops successfully bombed the station
  						flick("intro_nuke",C)
  						sleep(35)
  						flick("station_explode_fade_red",C)
  						world << sound('sound/effects/explosionfar.ogg')
  						C.icon_state = "summary_nukewin"
  					if("AI malfunction") //Malf (screen,explosion,summary)
  						flick("intro_malf",C)
  						sleep(76)
  						flick("station_explode_fade_red",C)
  						world << sound('sound/effects/explosionfar.ogg')
  						C.icon_state = "summary_malf"
  					if("blob") //Station nuked (nuke,explosion,summary)
  						flick("intro_nuke",C)
  						sleep(35)
  						flick("station_explode_fade_red",C)
  						world << sound('sound/effects/explosionfar.ogg')
  						C.icon_state = "summary_selfdes"
  					else //Station nuked (nuke,explosion,summary)
  						flick("intro_nuke",C)
  						sleep(35)
  						flick("station_explode_fade_red", C)
  						world << sound('sound/effects/explosionfar.ogg')
  						C.icon_state = "summary_selfdes"
  				for(var/mob/living/M in living_mob_list)
  					if(M.loc.z == 1)
  						M.death()//No mercy
  