anchor.diff:  		if(objective.objective_state != OBJECTIVE_STATE_COMPLETED)
   			continue
   		total_points += objective.progression_reward
  -	if(total_points / PROGRESSION_POINT_FACTOR < required_progression_in_objectives)
  +	if(total_points < required_progression_in_objectives)
   		return FALSE
   	return TRUE
   
  
positive.code: ///Divide uplink_handler.progression_points by this to get the number of reputation points, which is displayed in-game. (e.g. 300 progression_points is 5 reputation points)
  #define PROGRESSION_POINT_FACTOR 60
  
  /datum/antagonist/traitor
  	name = "\improper Traitor"
  	roundend_category = "traitors"
  
negative.code: 
  /datum/objective/traitor_progression/New(text)
  	. = ..()
  	required_total_progression_points = round(rand(possible_range[1], possible_range[2]))
  	explanation_text = replacetext(explanation_text, "%REPUTATION%", DISPLAY_PROGRESSION(required_total_progression_points))
  
  /datum/objective/traitor_progression/check_completion()
  	if(!owner)
  