anchor.diff:  		steal.owner = traitor
   		steal.find_target()
   		traitor.objectives += steal
  -
  -/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)
   	traitor.current << "<B><font size=3 color=red>You are the [traitor_name].</font></B>"
  
positive.code: 
  /datum/game_mode/traitor/post_setup()
  	for(var/datum/mind/traitor in traitors)
  		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)
  		else
  			forge_traitor_objectives(traitor)
  		spawn(rand(10,100))
  			finalize_traitor(traitor)
  			greet_traitor(traitor)
  	spawn (rand(waittime_l, waittime_h))
  		send_intercept()
  	..()
  
negative.code: 		backstab_objective.owner = owner
  		owner.objectives += backstab_objective
  
  	//Spawn and equip documents
  	var/mob/living/carbon/human/mob = owner.current
  
  