anchor.diff:  		return replacementmode.check_finished()
   	if((SSshuttle.emergency.mode == SHUTTLE_ENDGAME) || station_was_nuked)
   		return TRUE
  -	if(are_operatives_dead())
  +	if(nuke_team.operatives_dead())
   		var/obj/machinery/nuclearbomb/N
   		pass(N)	//suppress unused warning
   		if(N.bomb_set) //snaaaaaaaaaake! It's not over yet!
  
positive.code: 	..()
  
  /datum/game_mode/nuclear/set_round_result()
  	var result = nuke_team.get_result()
  	switch(result)
  		if(NUKE_RESULT_FLUKE)
  
negative.code: 	return ..()
  
  /datum/game_mode/proc/are_operatives_dead()
  	for(var/datum/mind/operative_mind in get_antagonists(/datum/antagonist/nukeop))
  		if(ishuman(operative_mind.current) && (operative_mind.current.stat != DEAD))
  			return FALSE
  	return TRUE
  
  