anchor.diff:  		owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
   		spawn(40)
   			owner.alpha = initial(owner.alpha)
  -		reactivearmor_semicd = world.time + reactivearmor_cooldown
  +		reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
   		return 1
   
   /obj/item/clothing/suit/armor/reactive/tesla
  
positive.code: 		return 0
  	if(prob(hit_reaction_chance))
  		var/mob/living/carbon/human/H = owner
  		if(world.time < reactivearmor_semicd)
  			owner.visible_message("<span class='danger'>The reactive table memes are still on cooldown!</span>")
  			return
  		owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams them into a freshly fabricated tables! The memes are dank!</span>")
  		owner.Weaken(2)
  		var/list/turfs = new/list()
  		for(var/turf/T in orange(tele_range, H))
  
negative.code: 	var/tele_range = 6
  	var/rad_amount= 15
  	var/nospace = 0
  	reactivearmor_cooldown_duration = 100
  
  /obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
  	if(!active)
  		return 0
  	if(prob(hit_reaction_chance))
  		var/mob/living/carbon/human/H = owner
  		if(world.time < reactivearmor_cooldown)
  			owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
  			return
  		owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
  