attempting to make a swep

so im trying to make a swep and i cant get it to show up in the spawnlist and im not sure what to do help would be greatly appreciated.

this is my code if anyone wants to see

if SERVER then
AddCSLuaFile(“shared.lua”)

SWEP.weight = 5

SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false

end

else if CLIENT then
SWEP.PrintName = “bryce is gay”

	SWEP.Slot = 3
	SWEP.SlotPos = 1
	
	SWEP.DrawAmmo = true
	
	SWEP.DrawCrosshiar = true

end

SWEP.Author = “alex”
SWEP.Purpose = “shoot stuff”
SWEP.Instructions = “click to shoot”

SWEP.Category = “AlexSwep”

SWEP.Spawnable = true
SWEP.AdminSpawnable = true

SWEP.ViewModel = “models/weapons/v_Mygun.mdl”
SWEP.WorldModel = “models/weapons/w_Mygun.mdl”

SWEP.HoldType = “SMG”

SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “none”

SWEP.Primary.Sound = "sound/weapons/megun/myGun.wav
SWEP.Primary.ClipSize = 50
SWEP.Primary.DefaultClip = 50
SWEP.Primary.Automactic = true
SWEP.Primary.Ammo = “SMG1”
SWEP.Primary.Damage = 40
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.Spread = 0.25467
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Recoil = 10
SWEP.Primary.Delay = 0.2
SWEP.Primary.Force = 200

function SWEP:Initialize() //Tells the script what to do when the player “Initializes” the SWEP.
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.Secondary.Sound)
self:SetWeaponHoldType( self.HoldType )
end

function SWEP:PrimaryAttack()

if ( !self:CanPrimaryAttack() ) then return end

local bullet = {} 
	bullet.Num = self.Primary.NumberofShots //The number of shots fired
	bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from
	bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming
	bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
            //The above, sets how far the bullets spread from each other. 
	bullet.Tracer = 0 
	bullet.Force = self.Primary.Force 
	bullet.Damage = self.Primary.Damage 
	bullet.AmmoType = self.Primary.Ammo 

local rnda = self.Primary.Recoil * -1 
local rndb = self.Primary.Recoil * math.random(-1, 1) 

self:ShootEffects()

self.Owner:FireBullets( bullet ) 
self:EmitSound(Sound(self.Primary.Sound)) 
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) 
self:TakePrimaryAmmo(self.Primary.TakeAmmo) 

self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) 

end

function SWEP:Relaod()

if( self:GetNetworkedBool(“reloading”, true) ) then return end
if( self:Clip1() < self.PrimaryClipSize && self.Owner:GetAmmoCount( self.Primary.Ammo) > 0) then
self:SetNetworkedBool("reloading, true)
self:SetVar( “reloadtimer”, CurTime() + 0.3)
self:SendWeaponAnim( ACT_VM_RELOAD)

end

end

if SERVER then
AddCSLuaFile("shared.lua")

SWEP.weight = 5

SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false

end

else if CLIENT then
SWEP.PrintName = "bryce is gay"

SWEP.Slot = 3
SWEP.SlotPos = 1

SWEP.DrawAmmo = true

SWEP.DrawCrosshiar = true



end 



SWEP.Author = "alex"
SWEP.Purpose = "shoot stuff"
SWEP.Instructions = "click to shoot"

SWEP.Category = "AlexSwep"

SWEP.Spawnable = true
SWEP.AdminSpawnable = true

SWEP.ViewModel = "models/weapons/v_Mygun.mdl"
SWEP.WorldModel = "models/weapons/w_Mygun.mdl"

SWEP.HoldType = "SMG"


SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"

SWEP.Primary.Sound = "sound/weapons/megun/myGun.wav
SWEP.Primary.ClipSize = 50
SWEP.Primary.DefaultClip = 50
SWEP.Primary.Automactic = true
SWEP.Primary.Ammo = "SMG1"
SWEP.Primary.Damage = 40
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.Spread = 0.25467
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Recoil = 10
SWEP.Primary.Delay = 0.2
SWEP.Primary.Force = 200

function SWEP:Initialize() //Tells the script what to do when the player "Initializes" the SWEP.
util.PrecacheSound(self.Primary.Sound) 
util.PrecacheSound(self.Secondary.Sound) 
self:SetWeaponHoldType( self.HoldType )
end 



function SWEP:PrimaryAttack()

if ( !self:CanPrimaryAttack() ) then return end

local bullet = {} 
bullet.Num = self.Primary.NumberofShots //The number of shots fired
bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from
bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
//The above, sets how far the bullets spread from each other. 
bullet.Tracer = 0 
bullet.Force = self.Primary.Force 
bullet.Damage = self.Primary.Damage 
bullet.AmmoType = self.Primary.Ammo 

local rnda = self.Primary.Recoil * -1 
local rndb = self.Primary.Recoil * math.random(-1, 1) 

self:ShootEffects()

self.Owner:FireBullets( bullet ) 
self:EmitSound(Sound(self.Primary.Sound)) 
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) 
self:TakePrimaryAmmo(self.Primary.TakeAmmo) 

self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) 
end 

function SWEP:Relaod()

if( self:GetNetworkedBool("reloading", true) ) then return end
if( self:Clip1() < self.PrimaryClipSize && self.Owner:GetAmmoCount( self.Primary.Ammo) > 0) then
self:SetNetworkedBool("reloading, true)
self:SetVar( "reloadtimer", CurTime() + 0.3)
self:SendWeaponAnim( ACT_VM_RELOAD)

end

end


ignore this comment