anchor.diff:  
   
   /obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
  -	if(world.time < cd)
  -		user << "<span class='notice'>[src] is still cooling down. It can't be reactivated yet.</span>"
  -		return
   	src.active = !( src.active )
   	if (src.active)
   		user << "<span class='notice'>[src] is now active.</span>"
  
positive.code: 	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	var/active = 0
  	var/cd = 0//cooldown specific to reactive armor
  	icon_state = "reactiveoff"
  	item_state = "reactiveoff"
  	blood_overlay_type = "armor"
  
negative.code: 			return
  		H.forceMove(picked)
  		H.rad_act(rad_amount)
  		reactivearmor_cooldown = world.time + 100
  		return 1
  	return 0
  
  /obj/item/clothing/suit/armor/reactive/teleport/emp_act(severity)
  	..()
  	reactivearmor_cooldown = world.time + 200
  
  /obj/item/clothing/suit/armor/reactive/fire
  	name = "reactive incendiary armor"
  