anchor.diff:  	ticking = TRUE
   	update_appearance(UPDATE_OVERLAYS)
   	escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
  -	time_left = initial(time_left)
  +	COOLDOWN_START(src, kill_countdown, REVERSE_BEAR_TRAP_COUNTDOWN)
   	ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
   	soundloop.start()
   	soundloop2.mid_length = initial(soundloop2.mid_length)
   	soundloop2.start()
   	START_PROCESSING(SSprocessing, src)
  +
  +#undef REVERSE_BEAR_TRAP_COUNTDOWN
  
positive.code: /obj/item/reverse_bear_trap
  	name = "reverse bear trap"
  	desc = "A horrifying set of shut metal jaws, rigged to a kitchen timer and secured by padlock to a head-mounted clamp. To apply, hit someone with it."
  
negative.code: 
  /obj/item/reverse_bear_trap/proc/snap()
  	reset()
  	var/mob/living/carbon/human/victim = loc
  	if(!istype(victim) || victim.get_item_by_slot(ITEM_SLOT_HEAD) != src)
  		visible_message(span_warning("[src]'s jaws snap open with an ear-piercing crack!"))
  		playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
  	else
  