Adding weapon selection icons.

I am talking about the icons that you see when you scroll with your mouse wheel.

I really want to use mad cow’s icons (http://www.garrysmod.org/downloads/?a=view&id=87297)

I have a few of his weapons in my gamemode allready, and the icons are working fine for those weapons.

But I also have some custom weapons that I made, and I would like to use his icons in my sweps. For example, here is my fist swep:



if ( SERVER ) then

	AddCSLuaFile( "shared.lua" )
	
	
end

if ( CLIENT ) then

	SWEP.PrintName			= "Fists"			
	SWEP.Slot				= 0
	SWEP.SlotPos			= 10
	SWEP.ViewModelFOV		= 70
	SWEP.IconLetter			= "x"
        
**// Override this in your SWEP to set the icon in the weapon selection
if (file.Exists("../materials/weapons/weapon_mad_fists.vmt")) then
	SWEP.WepSelectIcon	= surface.GetTextureID("weapons/weapon_mad_fists")**



end
-----------------------Main functions----------------------------
-- function SWEP:Reload() --To do when reloading
-- end 
 
function SWEP:Think() -- Called every frame
end

function SWEP:Initialize()
util.PrecacheSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav")
util.PrecacheSound("weapons/iceaxe/iceaxe_swing1.wav")
end
 
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + .4)

local trace = self.Owner:GetEyeTrace()

if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 75 then
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
	bullet = {}
	bullet.Num    = 1
	bullet.Src    = self.Owner:GetShootPos()
	bullet.Dir    = self.Owner:GetAimVector()
	bullet.Spread = Vector(0, 0, 0)
	bullet.Tracer = 0
	bullet.Force  = 5
	bullet.Damage = 5
self.Owner:FireBullets(bullet)
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self.Weapon:EmitSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav")
else

self.Owner:SetAnimation(PLAYER_ATTACK1);
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER);
end

self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
self.Weapon:SetNextPrimaryFire(CurTime() + .75)
self.Owner:SetAnimation(PLAYER_ATTACK1);
end
 
function SWEP:SecondaryAttack()

end

function SWEP:Initialize()
self:SetWeaponHoldType("fist")  
end 
-------------------------------------------------------------------

------------General Swep Info---------------
SWEP.Author   = ""
SWEP.Contact        = ""
SWEP.Purpose        = ""
SWEP.Instructions   = ""
SWEP.Spawnable      = true
SWEP.AdminSpawnable  = true
**SWEP.Base = "weapon_mad_base"**
-----------------------------------------------

------------Models---------------------------
SWEP.ViewModel      = "models/weapons/v_fists.mdl"
SWEP.WorldModel	    = "models/weapons/w_fists_t.mdl"
-----------------------------------------------

-------------Primary Fire Attributes----------------------------------------
SWEP.Primary.Delay			= 0.6 	--In seconds
SWEP.Primary.Recoil			= 0		--Gun Kick
SWEP.Primary.Damage			= 5	--Damage per Bullet
SWEP.Primary.NumShots		= 1		--Number of shots per one fire
SWEP.Primary.Cone			= 0 	--Bullet Spread
SWEP.Primary.ClipSize		= 1	--Use "-1 if there are no clips"
SWEP.Primary.DefaultClip	= 1	--Number of shots in next clip
SWEP.Primary.Automatic   	= true	--Pistol fire (false) or SMG fire (true)
-------------End Primary Fire Attributes------------------------------------
 
-------------Secondary Fire Attributes-------------------------------------
SWEP.Secondary.Delay		= 0.9
SWEP.Secondary.Recoil		= 0
SWEP.Secondary.Damage		= 0
SWEP.Secondary.NumShots		= 1
SWEP.Secondary.Cone			= 0
SWEP.Secondary.ClipSize		= -1
SWEP.Secondary.DefaultClip	= -1
SWEP.Secondary.Automatic   	= true
SWEP.Secondary.Ammo         = "none"
-------------End Secondary Fire Attributes--------------------------------


The bolded stuff is what is important. And here is the part of the weapon_mad_base that deals with the icons:




// Override this in your SWEP to set the icon in the weapon selection
if (file.Exists("../materials/weapons/swep.vmt")) then
	SWEP.WepSelectIcon	= surface.GetTextureID("weapons/swep")
end


As you can see, I did override that code in my fists swep, yet, the icon still isn’t working.

Any suggestions?

And, is there also a different function for adding in the inventory icons that might work?