anchor.diff:  				for(var/objective_ in owner.objectives)
   					remove_objective(objective_)
   
  -				if(prob(50))
  +				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)
  
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: 				if(!is_internal_objective(objective_))
  					continue
  				var/datum/objective/assassinate/internal/objective = objective_
  				if(objective.target)
  					other_traitors -= objective.target
  			for(var/tator in other_traitors)
  				var/datum/mind/tatortottle = tator
  				if(!tatortottle.current || tatortottle.current.stat == DEAD)
  					other_traitors -= tatortottle
  
  			if(other_traitors.len)
  				var/datum/mind/target_mind = pick(other_traitors)
  