anchor.diff:  	//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
  +			M.notransform = TRUE //stop everything moving
   			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
  +				else
  +					M.notransform=TRUE //no moving for you
   
   	//Now animate the cinematic
   	switch(station_missed)
  
positive.code: 					if(cinematic)
  						qdel(cinematic)
  						cinematic = null
  					if(temp_buckle)
  						qdel(temp_buckle)
  					return	//Faster exit, since nothing happened
  				else //Station nuked (nuke,explosion,summary)
  					flick("intro_nuke",cinematic)
  
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
  
  
  