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: 	if(prob(hit_reaction_chance))
  		var/mob/living/carbon/human/H = owner
  		if(world.time < reactivearmor_cooldown)
  			owner.visible_message("<span class='danger'>The reactive table armor's fabricators are still on cooldown!</span>")
  			return
  		owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!</span>")
  		owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
  		owner.Weaken(2)
  		var/list/turfs = new/list()
  