anchor.diff:  				chambered = null
   			var/num_loaded = magazine?.attackby(A, user, params, TRUE)
   			if (num_loaded)
  -				to_chat(user, span_notice("You load [num_loaded] [cartridge_wording]\s into \the [src]."))
  +				to_chat(user, span_notice("You load [num_loaded] [cartridge_wording]\s into [src]."))
   				playsound(src, load_sound, load_sound_volume, load_sound_vary)
   				if (chambered == null && bolt_type == BOLT_TYPE_NO_BOLT)
   					chamber_round()
  
positive.code: ///Handles all the logic needed for magazine insertion
  /obj/item/gun/ballistic/proc/insert_magazine(mob/user, obj/item/ammo_box/magazine/AM, display_message = TRUE)
  	if(!istype(AM, mag_type))
  		to_chat(user, span_warning("\The [AM] doesn't seem to fit into \the [src]..."))
  		return FALSE
  	if(user.transferItemToLoc(AM, src))
  		magazine = AM
  		if (display_message)
  			to_chat(user, span_notice("You load a new [magazine_wording] into \the [src]."))
  		playsound(src, load_empty_sound, load_sound_volume, load_sound_vary)
  		if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked)
  			chamber_round(TRUE)
  		update_appearance()
  		return TRUE
  	else
  		to_chat(user, span_warning("You cannot seem to get \the [src] out of your hands!"))
  		return FALSE
  
  ///Handles all the logic of magazine ejection, if tac_load is set that magazine will be tacloaded in the place of the old eject
  
negative.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 [src]."))
  		else
  			to_chat(user, span_warning("You dropped the old [magazine_wording], but the new one doesn't fit. How embarassing."))
  			magazine = null
  