anchor.diff:  		icon_state = "reactiveoff"
   		item_state = "reactiveoff"
   	add_fingerprint(user)
  -	return
  +	if(user.get_item_by_slot(SLOT_WEAR_SUIT) == src)
  +		user.update_inv_wear_suit()
   
   /obj/item/clothing/suit/armor/reactive/emp_act(severity)
   	. = ..()
  
positive.code: 		var/turf/picked = pick(turfs)
  		if(!isturf(picked))
  			return
  		H.forceMove(picked)
  		radiation_pulse(old, rad_amount_before)
  		radiation_pulse(src, rad_amount)
  		reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
  		return 1
  	return 0
  
  //Fire
  
  
negative.code: 	reactivearmor_cooldown_duration = 100
  
  /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)
  	. = FALSE
  	if(!active)
  		return
  	if(prob(hit_reaction_chance))
  		var/mob/living/carbon/human/H = owner
  		if(world.time < reactivearmor_cooldown)
  