anchor.diff:  			traitor.objectives += block_objective
   
   	else
  -		for(var/i = 0, i < config.traitor_objectives_amount, i++)
  +		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
  
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: 
  /datum/game_mode/traitor/post_setup()
  	for(var/datum/mind/traitor in traitors)
  		forge_traitor_objectives(traitor)
  		spawn(rand(10,100))
  			finalize_traitor(traitor)
  			greet_traitor(traitor)
  	if(!exchange_blue)
  		exchange_blue = -1 //Block latejoiners from getting exchange objectives
  	modePlayer += traitors
  	spawn (rand(waittime_l, waittime_h))
  		send_intercept()
  