anchor.diff:  	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("\The [src] is already shortened!"))
  +		to_chat(user, span_warning("[src] is already shortened!"))
   		return
   	if(bayonet)
  -		to_chat(user, span_warning("You cannot saw-off \the [src] with \the [bayonet] attached!"))
  +		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 \the [src]."), span_notice("You begin to shorten \the [src]..."))
  +	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("\The [src] goes off!"), span_danger("\The [src] goes off in your face!"))
  +		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 \the [src]!"), span_notice("You shorten \the [src]."))
  +		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
  
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: 			if (tac_reloads)
  				eject_magazine(user, FALSE, AM)
  			else
  				to_chat(user, span_notice("There's already a [magazine_wording] in [src]."))
  		return
  	if (istype(A, /obj/item/ammo_casing) || istype(A, /obj/item/ammo_box))
  		if (bolt_type == BOLT_TYPE_NO_BOLT || internal_magazine)
  