anchor.diff:  		user << "<span class='warning'>[src] is out of charge.</span>"
   	add_fingerprint(user)
   
  +
   /obj/item/weapon/melee/baton/attack(mob/M, mob/user)
   	if(status && (CLUMSY in user.mutations) && prob(50))
   		user << "<span class='danger'>You accidentally hit yourself with [src]!</span>"
  
positive.code: 			update_icon()
  		return
  
  	var/mob/living/carbon/human/H = M
  	if(isrobot(M))
  		..()
  		return
  
  	if(user.a_intent == "harm")
  		if(!..()) return
  		H.visible_message("<span class='danger'>[H] has been beaten with [src] by [user]!</span>", \
  							"<span class='userdanger'>[M] has been beaten with the [src] by [user]!</span>")
  		playsound(loc, "swing_hit", 50, 1, -1)
  		if(!status)
  			H.forcesay(hit_appends)
  
  	else if(!status)
  		H.visible_message("<span class='warning'>[H] has been prodded with [src] by [user]. Luckily it was off.</span>")
  		return
  
  	if(status)
  		H.apply_effect(10, STUN, 0)
  		H.apply_effect(10, WEAKEN, 0)
  		H.apply_effect(10, STUTTER, 0)
  		user.lastattacked = M
  		H.lastattacker = user
  		if(isrobot(src.loc))
  			var/mob/living/silicon/robot/R = src.loc
  			if(R && R.cell)
  				R.cell.use(50)
  		else
  			charges--
  		H.visible_message("<span class='danger'>[H] has been stunned with [src] by [user]!</span>")
  		H.forcesay(hit_appends)
  
  		user.attack_log += "\[[time_stamp()]\]<font color='red'> Stunned [H.name] ([H.ckey]) with [src.name]</font>"
  		H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by [user.name] ([user.ckey]) with [src.name]</font>"
  		log_attack("<font color='red'>[user.name] ([user.ckey]) stunned [H.name] ([H.ckey]) with [src.name]</font>" )
  
  		playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
  
  		if(charges < 1)
  			status = 0
  			update_icon()
  
  	add_fingerprint(user)
  
  /obj/item/weapon/melee/baton/emp_act(severity)
  	switch(severity)
  
negative.code: 	force = 10
  	throwforce = 7
  	w_class = 3
  	origin_tech = "combat=2"
  	attack_verb = list("beaten")
  	var/charges = 10
  	var/status = 0
  
  	suicide_act(mob/user)
  		viewers(user) << "\red <b>[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.</b>"
  		return (FIRELOSS)
  
  
  /obj/item/weapon/melee/baton/update_icon()
  	if(status)
  		icon_state = "stunbaton_active"
  	else
  		icon_state = "stunbaton"
  
  
  /obj/item/weapon/melee/baton/attack_self(mob/user)
  	if(status && (CLUMSY in user.mutations) && prob(50))
  