anchor.diff:  
   
   /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]"
  +	// var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
  +	// spawn(1)	// don't change names anymore!
  +	//	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>"
  
positive.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)
  
negative.code: 		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++
  
  		equip_syndicate(synd_mind.current)
  		update_synd_icons_added(synd_mind)
  