anchor.diff:  	lose_text = "<span class='notice'>You're able to hear again!</span>"
   	medical_record_text = "Subject's cochlear nerve is incurably damaged."
   
  ->>>>>>> 6b30b578bb... Makes the quirk menu look less cluttered (#41684)
   /datum/quirk/depression
   	name = "Depression"
   	desc = "You sometimes just hate life."
  
positive.code: 		dumb_thing = FALSE //only once per life
  		if(prob(1))
  			new/obj/item/reagent_containers/food/snacks/spaghetti/pastatomato(get_turf(H)) //now that's what I call spaghetti code
  <<<<<<< HEAD
  
  /datum/quirk/blindness
  	name = "Blind"
  	desc = "You are completely blind, nothing can counteract this."
  	value = -4
  	gain_text = "<span class='danger'>You can't see anything.</span>"
  	lose_text = "<span class='notice'>You miraculously gain back your vision.</span>"
  	medical_record_text = "Subject has permanent blindness."
  
  /datum/quirk/blindness/add()
  	quirk_holder.become_blind(ROUNDSTART_TRAIT)
  
  /datum/quirk/blindness/on_spawn()
  	var/mob/living/carbon/human/H = quirk_holder
  	var/obj/item/clothing/glasses/sunglasses/blindfold/white/glasses = new(get_turf(H))
  	if(!H.equip_to_slot_if_possible(glasses, SLOT_GLASSES, bypass_equip_delay_self = TRUE)) //if you can't put it on the user's eyes, put it in their hands, otherwise put it on their eyes
  		H.put_in_hands(glasses)
  	H.regenerate_icons()
  
  =======
  >>>>>>> 6b30b578bb... Makes the quirk menu look less cluttered (#41684)
  
negative.code: 	else
  		quirk_holder.blood_volume -= 0.275
  
  /datum/quirk/blindness
  	name = "Blind"
  	desc = "You are completely blind, nothing can counteract this."
  