anchor.diff:  			severity = "Unknown"
   
   
  -// Will generate a random cure, the less resistance the symptoms have, the harder the cure.
  +// Will generate a random cure, the more resistance the symptoms have, the harder the cure.
   /datum/disease/advance/proc/GenerateCure()
  -	if(properties && properties.len)
  +	message_admins("GenerateCure() ran with [cures.len] cures.")
  +	if(properties && properties.len && !cures.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
  -
  +		message_admins("GenerateCure() picked [cures[1]]")
   		// Get the cure name from the cure_id
   		var/datum/reagent/D = GLOB.chemical_reagents_list[cures[1]]
   		cure_text = D.name
  
positive.code: 	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(
  
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!")
  
  