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: 		return FALSE
  
  	if(!disarming)
  		if(knockdown)
  			L.DefaultCombatKnockdown(50, override_stamdmg = 0)		//knockdown
  		L.adjustStaminaLoss(stunpwr)
  	else
  		L.drop_all_held_items()					//no knockdown/stamina damage, instead disarm.
  
  	L.apply_effect(EFFECT_STUTTER, stamforce)
  
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)
  
  