anchor.diff:  		if(!leader_selected)
   			prepare_syndicate_leader(synd_mind, nuke_code)
   			leader_selected = 1
  -		else
  -			synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
  -			agent_number++
  +		//else
  +			//synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
  +			//agent_number++
   
   		equip_syndicate(synd_mind.current)
   		update_synd_icons_added(synd_mind)
  
positive.code: 
  
  /datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
  	var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
  	spawn(1)
  		NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
  	synd_mind.current.real_name = "[syndicate_name()] [leader_title]"
  	if (nuke_code)
  		synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
  		synd_mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
  
negative.code: 
  	var/nuke_code = "[rand(10000, 99999)]"
  	var/leader_selected = 0
  	//var/agent_number = 1
  
  	for(var/datum/mind/synd_mind in syndicates)
  		synd_mind.current.loc = get_turf(synd_spawn)
  