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Lag reduction.
Also tweaks the rendering of the cinematic so it isn't interrupted by dust().
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@@ -259,12 +259,16 @@ var/round_start_time = 0
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else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
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for(var/mob/M in mob_list)
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M.buckled = temp_buckle
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if(M.client)
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M.client.screen += cinematic
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if(M.stat != DEAD)
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var/turf/T = get_turf(M)
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if(T && is_station_level(T.z) && !istype(M.loc, /obj/structure/closet/secure_closet/freezer))
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var/mob/ghost = M.ghostize()
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M.dust() //no mercy
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if(ghost && ghost.client) //Play the victims an uninterrupted cinematic.
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ghost.client.screen += cinematic
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CHECK_TICK
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if(M && M.client) //Play the survivors a cinematic.
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M.client.screen += cinematic
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//Now animate the cinematic
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switch(station_missed)
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