anchor.diff:  		//we're below minimum, turn off
   		switch_status(FALSE)
   
  -///Check for our cell to determine how much penetration our weapon does.
  -/obj/item/melee/baton/proc/get_cell_zap_pen()
  -	var/obj/item/stock_parts/cell/copper_top = get_cell()
  -	if(copper_top)
  -		var/chargepower = copper_top.maxcharge
  -		var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
  -		return zap_penetration
  -	else
  -		return 0
  -
   /obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
   	if(turned_on != new_status)
   		turned_on = new_status
  
positive.code: 	w_class = WEIGHT_CLASS_BULKY
  	force = 3
  	throwforce = 5
  	stamina_loss_amount = 25
  	hitcost = 1000
  	throw_hit_chance = 10
  	slot_flags = ITEM_SLOT_BACK
  
negative.code: 	armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
  	attack_speed = CLICK_CD_MELEE
  
  	var/stamina_loss_amount = 35
  	var/turned_on = FALSE
  	var/armor_pen = 100
  	var/knockdown = TRUE
  	/// block percent needed to prevent knockdown/disarm
  	var/block_percent_to_counter = 50
  