anchor.diff:  
   /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)
  +		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()
  
positive.code: 		backstab_objective.owner = owner
  		owner.objectives += backstab_objective
  
  	forge_escape_objective(owner)
  
  	//Spawn and equip documents
  	var/mob/living/carbon/human/mob = owner.current
  
  
negative.code: 				steal_objective.find_target()
  				traitor.objectives += steal_objective
  
  		if(is_hijacker && objective_count > config.traitor_objectives_amount) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
  			if (!(locate(/datum/objective/hijack) in traitor.objectives))
  				var/datum/objective/hijack/hijack_objective = new
  				hijack_objective.owner = traitor
  				traitor.objectives += hijack_objective
  		else
  			if (!(locate(/datum/objective/escape) in traitor.objectives))
  				var/datum/objective/escape/escape_objective = new
  				escape_objective.owner = traitor
  				traitor.objectives += escape_objective
  
  	return
  
  
  /datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
  