anchor.diff:  	var/stamina_loss_amount = 35
   	var/turned_on = FALSE
   	var/knockdown = TRUE
  -	/// block percent needed to prevent knockdown/disarm - UNUSED RIGHT NOW
  +	/// block percent needed to prevent knockdown/disarm
   	var/block_percent_to_counter = 50
   	var/obj/item/stock_parts/cell/cell
   	var/hitcost = 750
  
positive.code: 		L.visible_message("<span class='danger'>[user] has [shoved ? "brutally stunned" : "stunned"] [L] with [src]!</span>", \
  								"<span class='userdanger'>[user] has [shoved ? "brutally stunnned" : "stunned"] you with [src]!</span>")
  		log_combat(user, L, shoved ? "stunned and attempted knockdown" : "stunned")
  >>>>>>> citadel/master
  
  	playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
  
  	if(ishuman(L))
  		var/mob/living/carbon/human/H = L
  
  
  	return TRUE
  
negative.code: 	if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
  		return FALSE
  
  	if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
  		L.DefaultCombatKnockdown(50, override_stamdmg = 0)
  		L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
  		L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown.
  		shoved = TRUE
  		COOLDOWN_START(src, shove_cooldown, cooldown_duration)
  		ADD_TRAIT(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT) //Prevents swapping to a new baton to avoid the cooldown by just acquiring more batons
  		addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT), cooldown_duration)
  		playsound(loc, 'sound/weapons/zapbang.ogg', 50, 1, -1)
  