anchor.diff:  		backstab_objective.owner = owner
   		owner.objectives += backstab_objective
   
  -	forge_escape_objective(owner)
  -
   	//Spawn and equip documents
   	var/mob/living/carbon/human/mob = owner.current
   
  
positive.code: 				steal_objective.find_target()
  				traitor.objectives += steal_objective
  
  		forge_escape_objective(traitor)
  
  	return
  
  
  /datum/game_mode/proc/forge_escape_objective(var/datum/mind/traitor)
  	if(prob(90))
  		if (!(locate(/datum/objective/escape) in traitor.objectives))
  			var/datum/objective/escape/escape_objective = new
  			escape_objective.owner = traitor
  			traitor.objectives += escape_objective
  	else
  		if (!(locate(/datum/objective/hijack) in traitor.objectives))
  			var/datum/objective/hijack/hijack_objective = new
  			hijack_objective.owner = traitor
  			traitor.objectives += hijack_objective
  
  
  /datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
  
negative.code: 			traitor.objectives += block_objective
  
  	else
  		var/is_hijacker = prob(10)
  		var/objective_count = is_hijacker 			//Hijacking counts towards number of objectives
  		if(!exchange_blue && traitors.len >= 5) 	//Set up an exchange if there are enough traitors
  			if(!exchange_red)
  				exchange_red = traitor
  			else
  				exchange_blue = traitor
  				assign_exchange_role(exchange_red)
  				assign_exchange_role(exchange_blue)
  			objective_count += 1					//Exchange counts towards number of objectives
  		for(var/i = objective_count, i < config.traitor_objectives_amount, i++)
  			if(prob(50))
  				var/datum/objective/assassinate/kill_objective = new
  				kill_objective.owner = traitor
  