anchor.diff:  
   	var/atom/target = target_input.value
   	var/atom/movable/shell = parent.shell
  -	var/turf/targloc = get_turf(target)
  +	var/turf/target_location = get_turf(target)
   
   
   	var/pointer_icon_state = lasercolour_option.value
  
positive.code: 	if(get_dist(current_turf, target) > max_range || current_turf.z != target.z)
  		return
  
  	/// only has cyborg flashing since felinid moving spikes time dilation when spammed and the other two features of laserpointers would be unbalanced when spammed
  	if(iscyborg(target))
  		var/mob/living/silicon/silicon = target
  		log_combat(shell, silicon, "shone in the sensors", src)
  		silicon.flash_act(affect_silicon = 1) /// no stunning, just a blind
  		to_chat(silicon, span_danger("Your sensors were overloaded by a weakened laser shone by [shell]!"))
  
  
  	///laserpointer image
  	var/image/laser_location = image('icons/obj/guns/projectiles.dmi',targloc,"[pointer_icon_state]_laser",10)
  
  	laser_location.pixel_x = clamp(target.pixel_x + image_pixel_x.value,-15,15)
  	laser_location.pixel_y = clamp(target.pixel_y + image_pixel_y.value,-15,15)
  
  	flick_overlay_view(laser_location, targloc, 10)
  
  
  
negative.code: /**
   * # laser pointer Component
   *
  