anchor.diff:  	votetimer()
   	return 1
   
  +
  +//Temporary Cinematic location for crash testing
  +/obj/screen/cinematic
  +	icon = 'icons/effects/station_explosion.dmi'
  +	icon_state = "station_intact"
  +	screen_loc = "1,0"
  +
   /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
  +	var/obj/screen/cinematic/C = 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"
  +		C = new(src)
   
   		var/obj/structure/stool/bed/temp_buckle = new(src)
   		//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
  
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: 		//Otherwise if its a verb it will continue on afterwards.
  		sleep(300)
  
  		if(C)	del(C)		//end the cinematic
  		if(temp_buckle)	del(temp_buckle)	//release everybody
  		return
  
  