anchor.diff:  
   	return .
   
  -// Are we applying any special effects when we stun to carbon
  -/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
  +/// Default message for trying to stun a cyborg with a baton that can't stun cyborgs.
  +/obj/item/melee/classic_baton/proc/get_unga_dunga_cyborg_stun_description(mob/living/target, mob/living/user)
  +	. = list()
  +
  +	.["visible"] = "<span class='danger'>[user] tries to knock down [target] with [src], and predictably fails!</span>" //look at this duuuuuude
  +	.["local"] = "<span class='userdanger'>[target] tries to... knock you down with [src]?</span>" //look at the top of his head!
  +
  +	return .
  +
  +/// Contains any special effects that we apply to living, non-cyborg mobs we stun. Does not include applying a knockdown, dealing stamina damage, etc.
  +/obj/item/melee/classic_baton/proc/additional_effects_non_cyborg(mob/living/target, mob/living/user)
   	return
   
  -// Are we applying any special effects when we stun to silicon
  -/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
  +/// Contains any special effects that we apply to cyborgs we stun. Does not include flashing the cyborg's screen, hardstunning them, etc.
  +/obj/item/melee/classic_baton/proc/additional_effects_cyborg(mob/living/target, mob/living/user)
   	return
   
   /obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user, params)
  
positive.code: 
  	var/cooldown_check = 0 // Used interally, you don't want to modify
  
  	var/cooldown = 40 // Default wait time until can stun again.
  	var/knockdown_time_carbon = (1.5 SECONDS) // Knockdown length for carbons.
  	var/stun_time_silicon = (5 SECONDS) // If enabled, how long do we stun silicons.
  	var/stamina_damage = 55 // Do we deal stamina damage.
  	var/affect_silicon = FALSE // Does it stun silicons.
  	var/on_sound // "On" sound, played when switching between able to stun or not.
  	var/on_stun_sound = 'sound/effects/woodhit.ogg' // Default path to sound for when we stun.
  	var/stun_animation = TRUE // Do we animate the "hit" when stunning.
  	var/on = TRUE // Are we on or off.
  
  	var/on_icon_state // What is our sprite when turned on
  	var/off_icon_state // What is our sprite when turned off
  
negative.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_non_cyborg(mob/living/target, mob/living/user)
  	target.Jitter(20)
  	target.stuttering += 20
  
  