anchor.diff:  		targeted_by += I
   		I.target = src
   		//I.lock_time = world.time + 10 //Target has 1 second to realize they're targeted and stop (or target the opponent).
  -		src << "\red (Your character is being targeted. They have 1 second to stop any click or move actions. While targeted, they may \
  +		src << "((\red <b>Your character is being targeted. They have 1 second to stop any click or move actions.</b> \black While targeted, they may \
   		drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map, their items \
  -		 (other than a weapon to de-target), or moving will result in being fired upon. The aggressor may also fire manually, \
  -		 so try not to get on their bad side.)"
  +		 (other than a weapon to de-target), or moving will result in being fired upon. \red The aggressor may also fire manually, \
  +		 so try not to get on their bad side.))"
   		if(targeted_by.len == 1)
   			spawn(0)
   				target_locked = new /obj/effect/target_locked(src)
   				overlays += target_locked
   				spawn flick("locking",target_locked)
   				var/mob/T = I.loc
  +				//Adding the buttons to the controler person
   				if(T)
   					T.item_use_icon = new /obj/screen/gun/item(null)
   					T.gun_move_icon = new /obj/screen/gun/move(null)
  
positive.code: 	load_into_chamber()
  		return 0
  
  	dropped(mob/user as mob)
  		if(target)
  			target.NotTargeted(src)
  
negative.code: //		icon = 'Captured.dmi'
  //		layer = 99
  
  //If you move out of range, it isn't going to still stay locked on you any more.
  mob/var
  	target_can_move = 0
  	target_can_run = 0
  