anchor.diff:  		if(traitorcount < max_traitors - 1)
   			traitor_prob += 50
   
  -
  -
   		if(traitorcount < max_traitors || need_new_traitor)
   			//message_admins("Number of Traitors is below maximum.  Rolling for new Traitor.")
   			//message_admins("The probability of a new traitor is [traitor_prob]%")
  
positive.code: 				message_admins("Making a new Traitor.")
  				if(!possible_traitors.len)
  					if(need_new_traitor)
  						log_debug("DEBUG: No potential traitors.  Cancelling new traitor.")
  					message_admins("No potential traitors.  Cancelling new traitor.")
  					traitorcheckloop()
  					return
  				var/mob/living/newtraitor = pick(possible_traitors)
  				//message_admins("[newtraitor.real_name] is the new Traitor.")
  				if(need_new_traitor)
  					log_debug("DEBUG: Traitor forced and selected")
  
  				if (!config.objectives_disabled)
  					forge_traitor_objectives(newtraitor.mind)
  
negative.code: //		for(var/mob/living/traitorlist in possible_traitors)
  //			message_admins("[traitorlist.real_name]")
  
  		var/need_new_traitor = 0
  		var/list/old_afk_traitors = afk_traitor_count
  
  		for(var/mob/living/player in traitors)
  			if(player.client.is_afk() && !(player in afk_traitor_count))
  				afk_traitor_count += player
  
  		for(var/mob/living/player in afk_traitor_count) //Need to make it so it registers if someone has come back -- SoundScopes
  			if(player in old_afk_traitors)
  				continue
  
  			log_debug("Traitors are afk, forcing a new traitor")
  			need_new_traitor = 1
  			log_debug("afk_traitor_count = [afk_traitor_count.len] : old count: [old_afk_traitors.len]")
  
  //		var/r = rand(5)
  //		var/target_traitors = 1
  