anchor.diff:  	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 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 table! The memes are dank!</span>")
  +			owner.visible_message("<span class='danger'>The reactive table armor's fabricators 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 fabricated table!</span>")
   		owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
   		owner.Weaken(2)
   		var/list/turfs = new/list()
  
positive.code: 		return 0
  	if(prob(hit_reaction_chance))
  		if(world.time < reactivearmor_cooldown)
  			owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its jets!</spawn>")
  			return
  		owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
  		for(var/mob/living/carbon/C in range(6, owner))
  
negative.code: 		return 1
  	return 0
  
  /obj/item/clothing/suit/armor/reactive/fire
  	name = "reactive incendiary armor"
  	desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
  