anchor.diff:  
   /obj/item/clothing/suit/armor/reactive/repulse/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
   	if(!active)
  +		return 0
  +	if(!damage)
   		return 0
   	if(prob(hit_reaction_chance))
   		if(world.time < reactivearmor_cooldown)
  
positive.code: /obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  	if(!active)
  		return FALSE
  	if(prob(hit_reaction_chance))
  		if(world.time < reactivearmor_cooldown)
  			var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
  
negative.code: /obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  	if(!active)
  		return 0
  	if(!damage)
  		return 0
  	if(prob(hit_reaction_chance))
  		var/mob/living/carbon/human/H = owner
  		if(world.time < reactivearmor_cooldown)
  