anchor.diff:  	if(!active)
   		return 0
   	if(prob(hit_reaction_chance))
  -		if(world.time < reactivearmor_semicd)
  +		if(world.time < reactivearmor_cooldown)
   			owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] is still recharging its flame emitters and fails to activate!</spawn>")
   			return
   		owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
  
positive.code: 			return
  		H.forceMove(picked)
  		new /obj/structure/table(get_turf(owner))
  		reactivearmor_semicd = world.time + reactivearmor_cooldown
  		return 1
  	return 0
  
  
negative.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_cooldown = world.time + reactivearmor_cooldown_duration
  		return 1
  
  /obj/item/clothing/suit/armor/reactive/tesla
  