// We need stop the user from being pulled so they don't just get "attached" with whoever is pulling them.
// This can for example happen when the user is cuffed and being pulled.
if (TryComp<PullableComponent>(target, out var pull) && _pulling.IsPulled(target, pull))
- _pulling.TryStopPull(ent, pull);
+ _pulling.TryStopPull(target, pull);
// Check if the user is pulling anything, and drop it if so.
if (TryComp<PullerComponent>(target, out var puller) && TryComp<PullableComponent>(puller.Pulling, out var pullable))