anchor.diff:  		return 1
   	return 0
   
  -/obj/item/clothing/suit/armor/reactive/teleport/emp_act(severity)
  -	..()
  -	reactivearmor_cooldown_duration = world.time + 200
  -
   /obj/item/clothing/suit/armor/reactive/fire
   	name = "reactive incendiary armor"
   	desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
  
positive.code: 	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	var/active = 0
  	var/reactivearmor_cooldown_duration = 100 //cooldown specific to reactive armor
  	var/reactivearmor_cooldown = 0
  	icon_state = "reactiveoff"
  	item_state = "reactiveoff"
  
negative.code: 		return 0
  	if(prob(hit_reaction_chance))
  		if(world.time < reactivearmor_cooldown)
  			owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</spawn>")
  			return
  		owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
  		for(var/mob/living/carbon/C in range(6, owner))
  