anchor.diff:  	if(owner && owner.current && owner.current.stat!=DEAD)
   		var/new_objective = TRUE
   		for(var/objective_ in owner.objectives)
  -			if(istype(objective_, /datum/objective/hijack) || istype(objective_, /datum/objective/martyr))
  +			if(istype(objective_, /datum/objective/hijack) || istype(objective_, /datum/objective/martyr) || istype(objective_, /datum/objective/purge))
   				new_objective = FALSE
   				break
   			if(!is_internal_objective(objective_))
  
positive.code: 					var/datum/objective/hijack/hijack_objective = new
  					hijack_objective.owner = owner.
  					add_objective(hijack_objective)
  
  /datum/game_mode/traitor/internal_affairs/add_latejoin_traitor(datum/mind/character)
  	for(var/data in character.antag_datums)
  
negative.code: 				for(var/objective_ in owner.objectives)
  					remove_objective(objective_)
  
  				if(issilicon(owner))
  					var/datum/objective/block/block_objective = new
  					block_objective.owner = owner
  					add_objective(block_objective) //AIs are guaranteed hijack since glorious death doesn't really make sense for them, and they don't have a murderbone rule regardless.
  
  				else if(prob(50)) //50/50 split between glorious death and hijack, so IAA can't just go "hurr, I can kill everyone since I'll get hijack later"
  					var/datum/objective/martyr/martyr_objective = new
  					martyr_objective.owner = owner
  					add_objective(martyr_objective)
  