anchor.diff:  				C.fire_stacks += 8
   				C.IgniteMob()
   		owner.fire_stacks = -20
  -		reactivearmor_semicd = world.time + reactivearmor_cooldown
  +		reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
   		return 1
   	return 0
   
  
positive.code: 		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
  		return 1
  
  /obj/item/clothing/suit/armor/reactive/tesla
  
negative.code: 	if(!active)
  		return 0
  	if(prob(hit_reaction_chance))
  		if(world.time < reactivearmor_cooldown)
  			owner.visible_message("<span class='danger'>The reactive stealth system on [owner] is still recharging its holographic emitters!</spawn>")
  			return
  		var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
  