anchor.diff:  		if(check_martial_counter(L, user))
   			return TRUE
   	if(status)
  -		if(baton_stun(M, user, disarming || (user.a_intent == INTENT_DISARM)))
  +		if(baton_stun(M, user, disarming))
   			user.do_attack_animation(M)
   			user.adjustStaminaLossBuffered(getweight())		//CIT CHANGE - makes stunbatonning others cost stamina
   	else if(user.a_intent != INTENT_HARM)			//they'll try to bash in the last proc.
  
positive.code: 
  //return TRUE to interrupt attack chain.
  /obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
  	if(iscyborg(M) || !isliving(M))		//can't baton cyborgs
  		return FALSE
  	if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
  
negative.code: 
  /obj/item/melee/baton/examine(mob/user)
  	. = ..()
  	. += "<span class='notice'>Right click attack while in combat mode or attack while in disarm intent to disarm instead of stun.</span>"
  
  /obj/item/melee/baton/get_cell()
  	. = cell
  