anchor.diff:  					cooldown = 0
   		return
   	else
  -		return ..()+		..()
  +		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)
positive.code: 			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")
  				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>")
  
negative.code: 	icon_state = "baton"
  	item_state = "classic_baton"
  	slot_flags = SLOT_BELT
  	force = 12 //9 hit crit
  	w_class = 3
  	var/cooldown = 0
  	var/on = 1
  
  /obj/item/weapon/melee/classic_baton/attack(mob/target as mob, mob/living/user as mob)
  	if(on)
  		add_fingerprint(user)
  		if((CLUMSY in user.mutations) && prob(50))
  