anchor.diff:  	var/stamforce = 35
   	var/turned_on = FALSE
   	var/knockdown = TRUE
  +	/// block percent needed to prevent knockdown/disarm
  +	var/block_percent_to_counter = 60
   	var/obj/item/stock_parts/cell/cell
   	var/hitcost = 750
   	var/throw_hit_chance = 35
  
positive.code: 	w_class = WEIGHT_CLASS_BULKY
  	force = 3
  	throwforce = 5
  	stamforce = 25
  	hitcost = 1000
  	throw_hit_chance = 10
  	slot_flags = ITEM_SLOT_BACK
  
negative.code: 	if(user)
  		L.lastattacker = user.real_name
  		L.lastattackerckey = user.ckey
  		if(!countered)
  			L.visible_message("<span class='danger'>[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!</span>", \
  								"<span class='userdanger'>[user] has [disarming? "disarmed" : "stunned"] you with [src]!</span>")
  		else
  			L.visible_message("<span class='danger'>[user] tries to [disarming? "disarm" : "stun"] [L] with [src], but is deflected!</span>", \
  								"<span class='userdanger'>[user] tries to [disarming? "disarm" : "stun"] you with [src], but is deflected!</span>")
  		log_combat(user, L, disarming? "disarmed" : "stunned" + countered? " (countered)" : "")
  
  	playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
  
  