Bullets not working properly(missing impact effects/force)

I don’t know why, but my SWEP does not apply force to physics objects and fails to create impact effects for water and glass.

I have been trying for a while now to figure it out, no lua errors and everything else works. I think it has something to do with how I create and fire my bullets.

Here is the primary fire code, is there anything obvious?
[LUA]
function SWEP:PrimaryAttack()
//if not self:CanShootWeapon() then return end
if not self:CanPrimaryAttack() then return end

self:SetNextPrimaryFire(CurTime() + self.ERPS)

local bullet = {} 
	bullet.Num = self.EBulletsPerShot
	bullet.Src = self.Owner:GetShootPos()
	bullet.Dir = self.Owner:GetAimVector()
	bullet.Spread = Vector(accuracy * 0.1 , accuracy * 0.1, 0)
	bullet.Distance = self.ERange
	bullet.Tracer = 1
	bullet.TracerName = "Tracer"
	bullet.Force = self.EBaseDamage/2
	bullet.Damage = self.EBaseDamage
	bullet.AmmoType = self.Primary.Ammo 
		
self.Owner:FireBullets(bullet) 
self:TakePrimaryAmmo(self.ETakeAmmoAmmount) 
self:EmitSound(Sound(self.Primary.Sound)) 
self:ShootAnimation()

local rnda = self.ERecoil * (1+(1*(1-(self.Owner:Health()/100)))) * -1 
local rndb = self.ERecoil * (1+(1*(1-(self.Owner:Health()/100)))) * math.random(-1, 1) 
self.Owner:ViewPunch(Angle(rnda,rndb,0))

end[/LUA]

Also, whenever I shoot a physics object it prints
“AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin”
in the console.

[editline]6th February 2017[/editline]

Nevermind! I fixed it, it had something to do with primary ammo being updated in SWEP:Initialize()