anchor.diff:  			return
   		H.forceMove(picked)
   		H.rad_act(rad_amount)
  -		active = 0
  -		src.icon_state = "reactiveoff"
  -		src.item_state = "reactiveoff"
  -		cd = world.time + 100
  +		reactivearmor_cooldown = world.time + 100
   		return 1
   	return 0
   
   /obj/item/clothing/suit/armor/reactive/teleport/emp_act(severity)
   	..()
  -	cd = world.time + 200
  +	reactivearmor_cooldown = world.time + 200
   
   /obj/item/clothing/suit/armor/reactive/fire
   	name = "reactive incendiary armor"
  
positive.code: 		return 0
  	if(prob(hit_reaction_chance))
  		var/mob/living/carbon/human/H = owner
  		owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
  		var/list/turfs = new/list()
  		for(var/turf/T in orange(tele_range, H))
  
negative.code: 	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	var/active = 0
  	var/reactivearmor_cooldown = 0//cooldown specific to reactive armor
  	icon_state = "reactiveoff"
  	item_state = "reactiveoff"
  	blood_overlay_type = "armor"
  