anchor.diff:  
   	var/list/desc = get_stun_description(target, user)
   
  -	if (stun_animation)
  +	if(iscyborg(target))
  +		if(affect_cyborg)
  +			desc = get_cyborg_stun_description(target, user)
  +
  +			target.flash_act(affect_silicon = TRUE)
  +			target.Paralyze(stun_time_cyborg)
  +			additional_effects_cyborg(target, user)
  +
  +			playsound(get_turf(src), on_stun_sound, 75, TRUE, -1)
  +		else
  +			desc = get_unga_dunga_cyborg_stun_description(target, user)
  +
  +			playsound(get_turf(src), 'sound/effects/bang.ogg', 10, TRUE) //bonk
  +	else
  +		target.Knockdown(knockdown_time)
  +		target.apply_damage(stamina_damage, STAMINA, BODY_ZONE_CHEST)
  +		additional_effects_non_cyborg(target, user)
  +
  +		playsound(get_turf(src), on_stun_sound, 75, TRUE, -1)
  +
  +	target.visible_message(desc["visible"], desc["local"])
  +	log_combat(user, target, "stun attacked", src)
  +	if(stun_animation)
   		user.do_attack_animation(target)
  -
  -	playsound(get_turf(src), on_stun_sound, 75, TRUE, -1)
  -	target.Knockdown(knockdown_time_carbon)
  -	target.apply_damage(stamina_damage, STAMINA, BODY_ZONE_CHEST)
  -	additional_effects_carbon(target, user)
  -
  -	log_combat(user, target, "stunned", src)
  -	add_fingerprint(user)
  -
  -	target.visible_message(desc["visible"], desc["local"])
   
   	if(!iscarbon(user))
   		target.LAssailant = null
  
positive.code: /obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
  	return span_danger("The baton is still charging!")
  
  /obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
  	target.Jitter(20)
  	target.stuttering += 20
  
  
negative.code: 	if(stamina_damage != 0)
  		offensive_notes = "\nVarious interviewed security forces report being able to beat criminals into exhaustion with only [span_warning("[round(100 / stamina_damage, 0.1)] hit\s!")]"
  
  /// Description for trying to stun when still on cooldown.
  /obj/item/melee/classic_baton/proc/get_wait_description()
  	return
  
  /// Description for when turning the baton "on".
  /obj/item/melee/classic_baton/proc/get_on_description()
  	. = list()
  
  