anchor.diff:  	killer << "<b>Your laws have been changed!</b>"
   	killer.set_zeroth_law(law, law_borg)
   	killer << "New law: 0. [law]"
  -
  -	//Begin code phrase.
  -	killer << "The Syndicate provided you with the following information on how to identify their agents:"
  -	if(prob(80))
  -		killer << "\red Code Phrase: \black [syndicate_code_phrase]"
  -		killer.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
  -	else
  -		killer << "Unfortunately, the Syndicate did not provide you with a code phrase."
  -	if(prob(80))
  -		killer << "\red Code Response: \black [syndicate_code_response]"
  -		killer.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
  -	else
  -		killer << "Unfortunately, the Syndicate did not provide you with a code response."
  -	killer << "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe."
  -	//End code phrase.
  -
  -
  +	give_codewords(killer)
  +
  +	
   /datum/game_mode/proc/auto_declare_completion_traitor()
   	if(traitors.len)
   		var/text = "<br><font size=3><b>The [traitor_name]s were:</b></font>"
  
positive.code: 	..()
  	return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
  
  
  /datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
  	var/law = "Accomplish your objectives at all costs."
  
negative.code: 
  			traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features."
  			traitor_mob.mind.store_memory("<B>Uplink Passcode:</B> [pda_pass] ([R.name] [loc]).")
  	if(!safety)//If they are not a rev. Can be added on to.
  		give_codewords(traitor_mob)
  	if(traitor_mob.mind == exchange_red || traitor_mob.mind == exchange_blue)
  		equip_exchange(traitor_mob)
  
  