3rd person muzzleflashes.

[lua]
SWEP.Base = “weapon_base”

if ( SERVER ) then
AddCSLuaFile( “shared.lua” )
SWEP.HoldType = “ar2”
end

– Visual/sound settings
SWEP.PrintName = “L96A1”
SWEP.Category = “NPC SWEPS of Win”
SWEP.Slot = 2
SWEP.SlotPos = 4
SWEP.DrawAmmo = true
SWEP.DrawCrosshair = true
SWEP.ViewModelFlip = true
SWEP.ViewModelFOV = 64
SWEP.ViewModel = “models/weapons/v_snip_awp.mdl”
SWEP.WorldModel = “models/weapons/w_snip_awp.mdl”
SWEP.ReloadSound = “weapons/pistol/pistol_reload1.wav”
//SWEP.HoldType = “ar2”

– Other settings
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Spawnable = true
SWEP.AdminSpawnable = true

– SWEP info
SWEP.Author = “Flubadoo”
SWEP.Contact = “”
SWEP.Purpose = “Because I can!”
SWEP.Instructions = “Aim away from face!”

– Primary fire settings
SWEP.Primary.Sound = “weapons/l96a1_shot.wav”
SWEP.Primary.Damage = 50
SWEP.Primary.NumShots = 1
SWEP.Primary.Recoil = 8
SWEP.Primary.Cone = 1.45
SWEP.Primary.Delay = 4.7
SWEP.Primary.ClipSize = 5
SWEP.Primary.DefaultClip = 500
SWEP.Primary.Tracer = 1
SWEP.Primary.Force = 30
SWEP.Primary.TakeAmmoPerBullet = false
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = “SMG1”

– Secondary fire settings
SWEP.Secondary.Sound = “”
SWEP.Secondary.Damage = 10
SWEP.Secondary.NumShots = 1
SWEP.Secondary.Recoil = 1
SWEP.Secondary.Cone = 3
SWEP.Secondary.Delay = 0.01
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Tracer = 1
SWEP.Secondary.Force = 5
SWEP.Secondary.TakeAmmoPerBullet = false
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “”

SWEP.FireDelay = 0

– Hooks
function SWEP:Initialize()
if ( SERVER ) then
self:SetWeaponHoldType( self.HoldType )
end
end

function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
if self.FireDelay > CurTime() then return end
local bullet = {} – Set up the shot
bullet.Num = self.Primary.NumShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
if self.Owner:IsPlayer() then
bullet.Spread = Vector( (self.Primary.Cone / 90)/4, (self.Primary.Cone / 90)/4, 0 )
else
bullet.Spread = Vector( self.Primary.Cone / 90, self.Primary.Cone / 90, 0 )
end
bullet.Tracer = self.Primary.Tracer
bullet.Force = self.Primary.Force
if self.Owner:IsPlayer() then
bullet.Damage = self.Primary.Damage * 4
else
bullet.Damage = self.Primary.Damage
end
bullet.AmmoType = self.Primary.Ammo
self.Owner:FireBullets( bullet )
self.Owner:MuzzleFlash()
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self.Owner:SetAnimation( PLAYER_ATTACK1 )
self.Weapon:EmitSound(Sound(self.Primary.Sound))
//self.Owner:ViewPunch(Angle( -self.Primary.Recoil, 0, 0 ))
if !self.Owner:IsNPC() then
if (self.Primary.TakeAmmoPerBullet) then
self:TakePrimaryAmmo(self.Primary.NumShots)
else
self:TakePrimaryAmmo(1)
end
end
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay + 0.2 )
self.FireDelay = CurTime() + self.Primary.Delay + 0.2
end

function SWEP:Reload()
self.Weapon:DefaultReload(ACT_VM_RELOAD)
return true
end
[/lua]

How would I make the muzzleflashes able to be seen while an npc is firing it?