anchor.diff:  		synd_mob.equipOutfit(/datum/outfit/syndicate)
   	else
   		synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals)
  -	return 1
  +	return TRUE
   
   /datum/game_mode/nuclear/OnNukeExplosion(off_station)
   	..()
  
positive.code: 		nuke_code = "code will be provided later"
  	return
  
  
  
  /datum/game_mode/proc/forge_syndicate_objectives(datum/mind/syndicate)
  
negative.code: 
  /datum/game_mode/nuclear/check_win()
  	if (nukes_left == 0)
  		return TRUE
  	return ..()
  
  /datum/game_mode/proc/are_operatives_dead()
  	for(var/datum/mind/operative_mind in syndicates)
  		if(ishuman(operative_mind.current) && (operative_mind.current.stat!=2))
  			return FALSE
  	return TRUE
  
  /datum/game_mode/nuclear/check_finished() //to be called by SSticker
  	if(replacementmode && round_converted == 2)
  		return replacementmode.check_finished()
  	if((SSshuttle.emergency.mode == SHUTTLE_ENDGAME) || station_was_nuked)
  		return TRUE
  	if(are_operatives_dead())
  		var/obj/machinery/nuclearbomb/N
  		pass(N)	//suppress unused warning
  		if(N.bomb_set) //snaaaaaaaaaake! It's not over yet!
  			return FALSE	//its a static var btw
  	..()
  
  /datum/game_mode/nuclear/declare_completion()
  