anchor.diff:  	icon = 'icons/obj/clothing/suits.dmi'
   	w_class = WEIGHT_CLASS_BULKY
   
  -/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
  +/obj/item/reactive_armour_shell/attackby(obj/item/weapon, mob/user, params)
   	..()
   	var/static/list/anomaly_armour_types = list(
   		/obj/effect/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
  
positive.code: 		/obj/effect/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport,
  		)
  
  	if(istype(I, /obj/item/assembly/signaler/anomaly))
  		var/obj/item/assembly/signaler/anomaly/A = I
  		var/armour_path = anomaly_armour_types[A.anomaly_type]
  		if(!armour_path)
  			armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Lets not cheat the player if an anomaly type doesnt have its own armour coded
  		to_chat(user, span_notice("You insert [A] into the chest plate, and the armour gently hums to life."))
  		new armour_path(get_turf(src))
  		qdel(src)
  		qdel(A)
  
  //Reactive armor
  /obj/item/clothing/suit/armor/reactive
  	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	///Whether the armor will try to react to hits (is it on)
  	var/active = FALSE
  	///This will be true for 30 seconds after an EMP, it makes the reaction effect dangerous to the user.
  	var/bad_effect = FALSE
  	///Message sent when the armor is emp'd. It is not the message for when the emp effect goes off.
  	var/emp_message = "<span class='warning'>The reactive armor has been emp'd! Damn, now it's REALLY gonna not do much!</span>"
  	///Message sent when the armor is still on cooldown, but activates.
  	var/cooldown_message = "<span class='danger'>The reactive armor fails to do much, as it is recharging! From what? Only the reactive armor knows.</span>"
  	///Duration of the cooldown specific to reactive armor for when it can activate again.
  	var/reactivearmor_cooldown_duration = 10 SECONDS
  	///The cooldown itself of the reactive armor for when it can activate again.
  	var/reactivearmor_cooldown = 0
  	icon_state = "reactiveoff"
  	inhand_icon_state = "reactiveoff"
  	blood_overlay_type = "armor"
  
negative.code: 	name = "reactive tesla armor"
  	desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap."
  	siemens_coefficient = -1
  	cooldown_message = span_danger("The tesla capacitors on the reactive tesla armor are still recharging! The armor merely emits some sparks.")
  	emp_message = span_warning("The tesla capacitors beep ominously for a moment.")
  	var/zap_power = 25000
  	var/zap_range = 20
  	var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
  