anchor.diff:  		active = 0
   		src.icon_state = "reactiveoff"
   		src.item_state = "reactiveoff"
  -		cooldown++
  -		var/cd = cooldown
  -		spawn(100)
  -			if(cooldown == cd)
  -				cooldown = 0
  +		cd = world.time + 100
   		return 1
   	return 0
   
   /obj/item/clothing/suit/armor/reactive/teleport/emp_act(severity)
  -	cooldown++
  -	var/curremp = cooldown
  -	..()//shut off
  -	spawn(200)
  -		if(cooldown == curremp)
  -			cooldown = 0
  +	..()
  +	cd = world.time + 200
   
   /obj/item/clothing/suit/armor/reactive/fire
   	name = "reactive incendiary armor"
  
positive.code: 	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	var/active = 0
  	icon_state = "reactiveoff"
  	item_state = "reactiveoff"
  	blood_overlay_type = "armor"
  
negative.code: 
  
  /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 )
  