<commit_before>using UnityEngine;
using Objects.Command;

namespace Antagonists
{
	[CreateAssetMenu(menuName="ScriptableObjects/Antagonist/NuclearOperative")]
	public class NuclearOperative : Antagonist
	{
		[Tooltip("For use in Syndicate Uplinks")]
		[SerializeField]
		private int initialTC = 20;

		public override void AfterSpawn(ConnectedPlayer player)
		{
			// add any NuclearOperative specific logic here

			//send the code:
			//Check to see if there is a nuke and communicate the nuke code:
			Nuke nuke = FindObjectOfType<Nuke>();
			if (nuke != null)
			{
				UpdateChatMessage.Send(player.GameObject, ChatChannel.Syndicate, ChatModifier.None,
					$"We have intercepted the code for the nuclear weapon: <b>{nuke.NukeCode}</b>.");
			}

			AntagManager.TryInstallPDAUplink(player, initialTC);
		}
	}
}<commit_msg>fix the nukie code being the wrong one (#6040)<commit_after>using UnityEngine;
using Objects.Command;

namespace Antagonists
{
	[CreateAssetMenu(menuName="ScriptableObjects/Antagonist/NuclearOperative")]
	public class NuclearOperative : Antagonist
	{
		[Tooltip("For use in Syndicate Uplinks")]
		[SerializeField]
		private int initialTC = 20;

		public override void AfterSpawn(ConnectedPlayer player)
		{
			// add any NuclearOperative specific logic here

			//send the code:
			//Check to see if there is a nuke and communicate the nuke code:
			Nuke[] nuke = FindObjectsOfType<Nuke>();
			foreach (Nuke obj in nuke)
			{
				if (obj.IsAncharable)
				{
					UpdateChatMessage.Send(player.GameObject, ChatChannel.Syndicate, ChatModifier.None,
					$"We have intercepted the code for the nuclear weapon: <b>{obj.NukeCode}</b>.");
					break;
				}				
			}

			AntagManager.TryInstallPDAUplink(player, initialTC);
		}
	}
}
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