anchor.diff:  /datum/component/gunpoint
   	dupe_mode = COMPONENT_DUPE_ALLOWED
   
  -	var/mob/living/shooter
   	var/mob/living/target
   	var/obj/item/gun/weapon
   
  
positive.code: 		damage_mult = GUNPOINT_MULT_STAGE_3
  
  /datum/component/gunpoint/proc/check_deescalate()
  	if(!can_see(shooter, target, GUNPOINT_SHOOTER_STRAY_RANGE))
  		cancel()
  
  /datum/component/gunpoint/proc/trigger_reaction(var/flinch)
  	if(disrupted)
  		return
  	if(flinch != TRUE && shooter.pulling == target) //target won't get shot if they're being moved by the shooter
  		return
  	if(weapon.chambered && weapon.chambered.BB)
  		weapon.chambered.BB.damage *= damage_mult
  
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()
  