anchor.diff:  			if(cooldown <= 0)
   				playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
   				target.Weaken(3)
  -				add_logs(user, target, "stunned", object="telescopic baton")
  +				add_logs(user, target, "stunned", object="classic baton")
   				src.add_fingerprint(user)
   				target.visible_message("<span class ='danger'>[user] has knocked down [target] with \the [src]!</span>", \
   					"<span class ='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
  
positive.code: 	icon_state = "baton"
  	item_state = "classic_baton"
  	slot_flags = SLOT_BELT
  	force = 10
  
  /obj/item/weapon/melee/classic_baton/attack(mob/M, mob/living/user)
  	add_fingerprint(user)
  	if((CLUMSY in user.mutations) && prob(50))
  		user << "<span class='warning'>You club yourself over the head!</span>"
  		user.Weaken(3 * force)
  		if(ishuman(user))
  			var/mob/living/carbon/human/H = user
  			H.apply_damage(2 * force, BRUTE, "head")
  			H.forcesay(hit_appends)
  		else
  			user.take_organ_damage(2 * force)
  		return
  	add_logs(user, M, "attacked", object="[src.name]")
  
  	if(isrobot(M)) // Don't stun borgs, fix for issue #2436
  		..()
  		return
  	if(!isliving(M)) // Don't stun nonhuman things
  		return
  
  	if(user.a_intent == "harm")
  		if(!..()) return
  		if(M.stuttering < 7 && !(HULK in M.mutations))
  			M.stuttering = 7
  		M.Stun(7)
  		M.Weaken(7)
  		M.visible_message("<span class='danger'>[user] has beaten [M] with [src]!</span>", \
  							"<span class='userdanger'>[user] has beaten [M] with [src]!</span>")
  	else
  		playsound(loc, 'sound/effects/woodhit.ogg', 50, 1, -1)
  		M.Stun(7)
  		M.Weaken(7)
  		M.visible_message("<span class='danger'>[user] has stunned [M] with [src]!</span>", \
  							"<span class='userdanger'>[user] has stunned [M] with [src]!</span>")
  
  	if(ishuman(M))
  		var/mob/living/carbon/human/H = M
  		H.forcesay(hit_appends)
  
  
  
  /obj/item/weapon/melee/telebaton
  	name = "telescopic baton"
  	desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
  	icon = 'icons/obj/weapons.dmi'
  	icon_state = "telebaton_0"
  	item_state = "telebaton_0"
  	slot_flags = SLOT_BELT
  	w_class = 2
  	force = 3
  	var/cooldown = 0
  	var/on = 0
  
  /obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
  	on = !on
  	if(on)
  		user << "<span class ='warning'>You extend the baton.</span>"
  		icon_state = "telebaton_1"
  		item_state = "nullrod"
  		w_class = 4 //doesnt fit in backpack when its on for balance
  		force = 10 //seclite damage
  		attack_verb = list("smacked", "struck", "cracked", "beaten")
  	else
  		user << "<span class ='notice'>You collapse the baton.</span>"
  		icon_state = "telebaton_0"
  		item_state = "telebaton_0" //no sprite in other words
  		slot_flags = SLOT_BELT
  		w_class = 2
  		force = 3 //not so robust now
  		attack_verb = list("hit", "poked")
  
  	playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
  	add_fingerprint(user)
  
  /obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
  	if(on)
  		add_fingerprint(user)
  		if((CLUMSY in user.mutations) && prob(50))
  
negative.code: 					cooldown = 0
  		return
  	else
  		..()
  		return
  
  
  
  /obj/item/weapon/melee/classic_baton/telescopic
  	name = "telescopic baton"
  	desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
  	icon = 'icons/obj/weapons.dmi'
  	icon_state = "telebaton_0"
  	item_state = null
  	slot_flags = SLOT_BELT
  	w_class = 2
  	force = 0
  	on = 0
  
  /obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user as mob)
  	on = !on
  	if(on)
  		user << "<span class ='warning'>You extend the baton.</span>"
  		icon_state = "telebaton_1"
  		item_state = "nullrod"
  		w_class = 4 //doesnt fit in backpack when its on for balance
  		force = 10 //stunbaton damage
  		attack_verb = list("smacked", "struck", "cracked", "beaten")
  	else
  		user << "<span class ='notice'>You collapse the baton.</span>"
  		icon_state = "telebaton_0"
  		item_state = null //no sprite for concealment even when in hand
  		slot_flags = SLOT_BELT
  		w_class = 2
  		force = 0 //not so robust now
  		attack_verb = list("hit", "poked")
  
  	playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
  	add_fingerprint(user)