anchor.diff:  					override = mode.name
   				switch( override )
   					if("nuclear emergency") //Nuke Ops successfully bombed the station
  -						flick("intro_nuke",cinematic)
  -						sleep(35)
  -						flick("station_explode_fade_red",cinematic)
  -						world << sound('sound/effects/explosionfar.ogg')
  -						cinematic.icon_state = "summary_nukewin"
  +						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",cinematic)
  +						flick("intro_malf",C)
   						sleep(76)
  -						flick("station_explode_fade_red",cinematic)
  -						world << sound('sound/effects/explosionfar.ogg')
  -						cinematic.icon_state = "summary_malf"
  +						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",cinematic)
  -						sleep(35)
  -						flick("station_explode_fade_red",cinematic)
  -						world << sound('sound/effects/explosionfar.ogg')
  -						cinematic.icon_state = "summary_selfdes"
  +						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",cinematic)
  -						sleep(35)
  -						flick("station_explode_fade_red", cinematic)
  -						world << sound('sound/effects/explosionfar.ogg')
  -						cinematic.icon_state = "summary_selfdes"
  +						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
  
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: 					override = mode.name
  				switch( override )
  					if("nuclear emergency") //Nuke wasn't on station when it blew up
  						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",C)
  						sleep(35)
  						world << sound('sound/effects/explosionfar.ogg')
  						//flick("end",cinematic)
  