anchor.diff:  
   	var/mob/living/shooter = parent
   	shooter.remove_status_effect(STATUS_EFFECT_HOLDUP) // try doing these before the trigger gets pulled since the target (or shooter even) may not exist after pulling the trigger, dig?
  -	target.remove_status_effect(STATUS_EFFECT_HELDUP)
  +	target.remove_status_effect(STATUS_EFFECT_HELDUP, shooter)
   	SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint")
   
   	if(point_of_no_return)
  
positive.code: 		"<span class='danger'>You aim [weapon] point blank at [target]!</span>", ignored_mobs = target)
  	to_chat(target, "<span class='userdanger'>[shooter] aims [weapon] point blank at you!</span>")
  
  	shooter.apply_status_effect(STATUS_EFFECT_HOLDUP)
  	target.apply_status_effect(STATUS_EFFECT_HELDUP)
  
  	if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
  		if(target.stat == CONSCIOUS && is_nuclear_operative(shooter) && !is_nuclear_operative(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
  
negative.code: /datum/component/gunpoint/Destroy(force, silent)
  	var/mob/living/shooter = parent
  	shooter.remove_status_effect(STATUS_EFFECT_HOLDUP)
  	target.remove_status_effect(STATUS_EFFECT_HELDUP, shooter)
  	return ..()
  
  /datum/component/gunpoint/RegisterWithParent()
  