anchor.diff:  	if(!disrupted)
   		disrupted = TRUE
   		addtimer(CALLBACK(src, .proc/reshooted), 5)
  -		to_chat(shooter, "<span class='boldwarning'>You lose your aim for a second, try not to bump into things or throw stuff.</span>")
  +		to_chat(parent, "<span class='boldwarning'>You lose your aim for a second, try not to bump into things or throw stuff.</span>")
   
   /datum/component/gunpoint/proc/reshooted()
   	disrupted = FALSE
   
   /datum/component/gunpoint/proc/cancel()
  +	var/mob/living/shooter = parent
   	shooter.visible_message("<span class='danger'>[shooter] breaks [shooter.p_their()] aim on [target]!</span>", \
   		"<span class='danger'>You are no longer aiming [weapon] at [target].</span>", target)
   	to_chat(target, "<span class='userdanger'>[shooter] breaks [shooter.p_their()] aim on you!</span>")
   	qdel(src)
   
   /datum/component/gunpoint/proc/flinch(damage, damagetype, def_zone)
  +	var/mob/living/shooter = parent
  +
   	var/flinch_chance = 50
   	var/gun_hand = LEFT_HANDS
   
  
positive.code: #undef GUNPOINT_DELAY_STAGE_3
  #undef GUNPOINT_MULT_STAGE_1
  #undef GUNPOINT_MULT_STAGE_2
  #undef GUNPOINT_MULT_STAGE_3
negative.code: 	check_deescalate() //telekinesis can start this so make sure the user is in range
  
  /datum/component/gunpoint/Destroy(force, silent)
  	QDEL_NULL(status_hold_up)
  	QDEL_NULL(status_held_up)
  	return ..()
  
  /datum/component/gunpoint/RegisterWithParent()
  