anchor.diff:  					if(cinematic)
   						qdel(cinematic)
   						cinematic = null
  -					if(temp_buckle)
  -						qdel(temp_buckle)
  +					for(var/mob/M in mob_list)
  +						M.notransform = FALSE
   					return	//Faster exit, since nothing happened
   				else //Station nuked (nuke,explosion,summary)
   					flick("intro_nuke",cinematic)
  
positive.code: 	//initialise our cinematic screen object
  	cinematic = new /obj/screen{icon='icons/effects/station_explosion.dmi';icon_state="station_intact";layer=21;mouse_opacity=0;screen_loc="1,0";}(src)
  
  	var/obj/structure/bed/temp_buckle = new(src)
  	if(station_missed)
  		for(var/mob/M in 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/M in mob_list)
  			M.buckled = temp_buckle
  			if(M.client)
  				M.client.screen += cinematic
  			if(M.stat != DEAD)
  				var/turf/T = get_turf(M)
  				if(T && T.z==1)
  					M.death(0) //no mercy
  
  	//Now animate the cinematic
  	switch(station_missed)
  
negative.code: 	spawn(300)
  		if(cinematic)
  			qdel(cinematic)		//end the cinematic
  		for(var/mob/M in mob_list)
  			M.notransform = FALSE //gratz you survived
  	return
  
  
  