anchor.diff:  	var/id = ""
   	var/processing = FALSE
   	var/mutable = TRUE //set to FALSE to prevent most in-game methods of altering the disease via virology
  -	var/oldres
   
   	// The order goes from easy to cure to hard to cure.
   	var/static/list/advance_cures = 	list(
  
positive.code: 			severity = "Unknown"
  
  
  // Will generate a random cure, the less resistance the symptoms have, the harder the cure.
  /datum/disease/advance/proc/GenerateCure()
  	if(properties && properties.len)
  		var/res = CLAMP(properties["resistance"] - (symptoms.len / 2), 1, advance_cures.len)
  		if(res == oldres)
  			return
  		cures = list(pick(advance_cures[res]))
  		oldres = res
  
  		// Get the cure name from the cure_id
  		var/datum/reagent/D = GLOB.chemical_reagents_list[cures[1]]
  		cure_text = D.name
  
negative.code: 		cure_chance = 15 - CLAMP(properties["resistance"], -5, 5) // can be between 10 and 20
  		stage_prob = max(properties["stage_rate"], 2)
  		SetSeverity(properties["severity"])
  		message_admins("Refresh() called on [src], [cures.len] cures in the list.")
  		if(!cures.len)
  			message_admins("GenerateCure() getting called, cures.len = [cures.len]")
  			GenerateCure(properties)
  	else
  		CRASH("Our properties were empty or null!")
  
  