anchor.diff:  			return
   		H.forceMove(picked)
   		H.rad_act(rad_amount)
  -		reactivearmor_semicd = world.time + reactivearmor_cooldown
  +		reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
   		return 1
   	return 0
   
   /obj/item/clothing/suit/armor/reactive/teleport/emp_act(severity)
   	..()
  -	reactivearmor_cooldown = world.time + 200
  +	reactivearmor_cooldown_duration = world.time + 200
   
   /obj/item/clothing/suit/armor/reactive/fire
   	name = "reactive incendiary armor"
  
positive.code: 				C.fire_stacks += 8
  				C.IgniteMob()
  		owner.fire_stacks = -20
  		reactivearmor_semicd = world.time + reactivearmor_cooldown
  		return 1
  	return 0
  
  
negative.code: 	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	var/active = 0
  	var/reactivearmor_cooldown_duration = 100 //cooldown specific to reactive armor
  	var/reactivearmor_cooldown = 0
  	icon_state = "reactiveoff"
  	item_state = "reactiveoff"
  	blood_overlay_type = "armor"
  