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: 	if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
  		return FALSE
  
  <<<<<<< HEAD
  	if(!disarming)
  		if(knockdown && !countered)
  			L.DefaultCombatKnockdown(50, override_stamdmg = 0, knocktofloor = !countered)		//knockdown
  		L.apply_damage(stunpwr, STAMINA, BODY_ZONE_CHEST)
  	else if(!countered)
  		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)
  
negative.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")
  
  	playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
  
  	if(ishuman(L))
  		var/mob/living/carbon/human/H = L
  		H.forcesay(GLOB.hit_appends)
  
  
  	return TRUE
  