anchor.diff:  
   /obj/item/melee/baton/examine(mob/user)
   	. = ..()
  -	. += "<span class='notice'>Right click attack while in combat mode to disarm instead of stun.</span>"
  +	. += "<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
  
positive.code: 		if(check_martial_counter(L, user))
  			return TRUE
  	if(status)
  		if(baton_stun(M, user, disarming || (user.a_intent == INTENT_DISARM)))
  			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.
  
negative.code: 
  //return TRUE to interrupt attack chain.
  /obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
  	if(user.a_intent == INTENT_DISARM)
  		disarming = TRUE			//override if they're in disarm intent.
  	if(iscyborg(M) || !isliving(M))		//can't baton cyborgs
  		return FALSE
  	if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
  