anchor.diff:  	lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
   	righthand_file = 'icons/mob/inhands/items_righthand.dmi'
   
  +	///Is the reverse bear trap active?
   	var/ticking = FALSE
  -	var/time_left = 60 //seconds remaining until pop
  -	var/escape_chance = 0 //chance per "fiddle" to get the trap off your head
  +	///Cooldown for the KILL
  +	COOLDOWN_DECLARE(kill_countdown)
  +	///chance per "fiddle" to get the trap off your head
  +	var/escape_chance = 0
  +	///Is the target struggling?
   	var/struggling = FALSE
   
   	var/time_since_last_beep = 0
  
positive.code: 	ticking = TRUE
  	update_appearance(UPDATE_OVERLAYS)
  	escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
  	time_left = initial(time_left)
  	ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
  	soundloop.start()
  	soundloop2.mid_length = initial(soundloop2.mid_length)
  	soundloop2.start()
  	START_PROCESSING(SSprocessing, src)
  
negative.code: 
  /obj/item/reverse_bear_trap/proc/snap()
  	reset()
  	var/mob/living/carbon/human/victim = loc
  	if(!istype(victim) || victim.get_item_by_slot(ITEM_SLOT_HEAD) != src)
  		visible_message(span_warning("[src]'s jaws snap open with an ear-piercing crack!"))
  		playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
  	else
  