anchor.diff:  		if(T.is_blocked_turf(TRUE))
   			return FALSE
   	return TRUE
  +
  +///For each linked gun that still exists, clear its reference to us, then delete.
  +/datum/duel/proc/clear_duel()
  +	gun_A?.duel = null
  +	gun_B?.duel = null
  +	qdel(src)
   
   /obj/item/gun/energy/dueling
   	name = "dueling pistol"
  
positive.code: 	var/list/fired = list()
  	var/countdown_length = 10
  	var/countdown_step = 0
  
  /datum/duel/proc/try_begin()
  	//Check if both guns are held and if so begin.
  
negative.code: /obj/item/gun/energy/dueling/before_firing(target,user)
  	var/obj/item/ammo_casing/energy/duel/D = chambered
  	D.setting = setting
  
  ///Return a boolean of whether or not the pistol has a valid duel datum, if false optionally warn the user
  /obj/item/gun/energy/dueling/proc/check_valid_duel(mob/living/user, do_warn)
  	if(!duel)
  		if(do_warn)
  			to_chat(user,span_warning("[src] is currently unpaired."))
  		return FALSE
  	return TRUE
  
  /obj/effect/temp_visual/dueling_chaff
  	icon = 'icons/effects/effects.dmi'
  