anchor.diff:  	//Now for special roles and equipment.
   	switch(new_character.mind.special_role)
   		if("traitor")
  -			job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
  -			ticker.mode.equip_traitor(new_character)
  +			switch(new_character.mind.assigned_role)
  +				if("Cyborg")
  +					new_character = new_character.Robotize()
  +					call(/datum/game_mode/proc/add_law_zero)(new_character)
  +				if("AI")
  +					new_character = new_character.AIize()
  +					call(/datum/game_mode/proc/add_law_zero)(new_character)
  +				else
  +					job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
  +					ticker.mode.equip_traitor(new_character)
   		if("Wizard")
   			new_character.loc = pick(wizardstart)
   			//ticker.mode.learn_basic_spells(new_character)
  
positive.code: 			new_character.equip_death_commando()
  			new_character.internal = new_character.s_store
  			new_character.internals.icon_state = "internal1"
  		else//They may also be a cyborg or AI.
  			switch(new_character.mind.assigned_role)
  				if("Cyborg")//More rigging to make em' work and check if they're traitor.
  					new_character = new_character.Robotize()
  					if(new_character.mind.special_role=="traitor")
  						call(/datum/game_mode/proc/add_law_zero)(new_character)
  */
  				if("AI")
  					new_character = new_character.AIize()
  					if(new_character.mind.special_role=="traitor")
  						call(/datum/game_mode/proc/add_law_zero)(new_character)
  				//Add aliens.
  				else
  					job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
  
negative.code: 			if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
  				call(/mob/new_player/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
  
  	message_admins("\blue [admin] has respawned [new_character.key] as [new_character.real_name].", 1)
  
  	new_character << "You have been fully respawned. Enjoy the game."
  
  