How do I flip a sprite based on parent's rotation?

I have a thing set up, that makes the gun rotate in the direction of the cursor around the player and I want to make it so, when it’s past or below a certain rotation.z value, it flips the gun’s sprite. This is the code I have:

using UnityEngine;

public class Shooting : MonoBehaviour
{
    private Camera _mainCam;
    private Vector3 _mousePos;
    public SpriteRenderer gun;
    public GameObject thisObj;

    private void Start()
    {
        _mainCam = GameObject.Find("Main Camera").GetComponent<Camera>();
    }

    private void Update()
    {
        RotatePoint();
        RotateGun();
    }

    void RotateGun()
    {
        if (thisObj.transform.localEulerAngles.z is < 270f or > 90f)
        {
            gun.flipY = true;
        }
        else if(thisObj.transform.localEulerAngles.z is > 270f or < 90f)
        {
            gun.flipY = false;
        }
        Debug.Log(thisObj.transform.localEulerAngles.z);
    }
    void RotatePoint()
    {
        _mousePos = _mainCam.ScreenToWorldPoint(Input.mousePosition);
        Vector3 rotation = _mousePos - transform.position;
        float rotZ = Mathf.Atan2(rotation.y, rotation.x) * Mathf.Rad2Deg;
        transform.rotation = Quaternion.Euler(0,0,rotZ);
    }
}

And this is the hierarchy setup:


I’ve tried using transform.rotation.z too.

Any help is much appreciated!

Solved it. This is how:

void RotateGun()
    {
        var mPosToPlayer = _mousePos - gameObject.transform.position;

        if (mPosToPlayer.x < 0)
            gun.flipY = true;
        else
            gun.flipY = false;
    }