anchor.diff:  	user.put_in_hands(old_mag)
   	old_mag.update_appearance()
   	if (display_message)
  -		to_chat(user, span_notice("You pull the [magazine_wording] out of \the [src]."))
  +		to_chat(user, span_notice("You pull the [magazine_wording] out of [src]."))
   	update_appearance()
   
   /obj/item/gun/ballistic/can_shoot()
  
positive.code: 	var/obj/item/ammo_box/magazine/old_mag = magazine
  	if (tac_load)
  		if (insert_magazine(user, tac_load, FALSE))
  			to_chat(user, span_notice("You perform a tactical reload on \the [src]."))
  		else
  			to_chat(user, span_warning("You dropped the old [magazine_wording], but the new one doesn't fit. How embarassing."))
  			magazine = null
  
negative.code: 	if(!saw.get_sharpness() || (!is_type_in_typecache(saw, GLOB.gun_saw_types) && saw.tool_behaviour != TOOL_SAW)) //needs to be sharp. Otherwise turned off eswords can cut this.
  		return
  	if(sawn_off)
  		to_chat(user, span_warning("[src] is already shortened!"))
  		return
  	if(bayonet)
  		to_chat(user, span_warning("You cannot saw-off [src] with [bayonet] attached!"))
  		return
  	user.changeNext_move(CLICK_CD_MELEE)
  	user.visible_message(span_notice("[user] begins to shorten [src]."), span_notice("You begin to shorten [src]..."))
  
  	//if there's any live ammo inside the gun, makes it go off
  	if(blow_up(user))
  		user.visible_message(span_danger("[src] goes off!"), span_danger("[src] goes off in your face!"))
  		return
  
  	if(do_after(user, 30, target = src))
  		if(sawn_off)
  			return
  		user.visible_message(span_notice("[user] shortens [src]!"), span_notice("You shorten [src]."))
  		name = "sawn-off [src.name]"
  		desc = sawn_desc
  		w_class = WEIGHT_CLASS_NORMAL
  