anchor.diff:  		stunpwr *= round(stuncharge/hitcost, 0.1)
   
   
  -	L.Knockdown(stunpwr)
  -	L.adjustStaminaLoss(stunpwr*0.1)//CIT CHANGE - makes stunbatons deal extra staminaloss. Todo: make this also deal pain when pain gets implemented.
  +	L.Knockdown(stunpwr, override_stamdmg = 0)
  +	L.apply_damage(stunpwr*0.55, STAMINA, user.zone_selected)
   	L.apply_effect(EFFECT_STUTTER, stunforce)
   	SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
   	if(user)
  
positive.code: 	w_class = WEIGHT_CLASS_BULKY
  	force = 3
  	throwforce = 5
  	stunforce = 100
  	hitcost = 2000
  	throw_hit_chance = 10
  	slot_flags = ITEM_SLOT_BACK
  
negative.code: 	attack_verb = list("beaten")
  	armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
  
  	var/stunforce = 70
  	var/status = FALSE
  	var/obj/item/stock_parts/cell/cell
  	var/hitcost = 1000
  