anchor.diff:  		return BLOCK_NONE
   	var/datum/block_parry_data/data = return_block_parry_datum(determined[2])
   	if(!data.parry_automatic_enabled || (last_autoparry > (world.time + data.autoparry_cooldown_absolute)))
  +		return BLOCK_NONE
  +	if(attack_type && !(attack_type & data.parry_attack_types))
   		return BLOCK_NONE
   	// before doing anything, check if the user moused over them properly
   	if(!client)
  
positive.code: 		// recurse back to original
  		return run_parry(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, FALSE)
  	else
  		// for single attack block
  		#warn single attack block
  		return FALSE
  
  /**
    * Gets the stage of our parry sequence we're currently in.
  
negative.code: 	if(length(successful_parries) >= data.parry_max_attacks)
  		end_parry_sequence()
  
  /mob/living/proc/handle_parry_feedback(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, list/effect_text, datum/block_parry_data/data)
  	if(!data)
  		data = get_parry_data()
  	var/knockdown_check = FALSE
  	if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER] && parry_efficiency >= data.parry_efficiency_to_counterattack)
  		knockdown_check = TRUE
  