Need help with M1 Garand SWEP

Alright, so I’m trying to make an M1 Garand SWEP, which turned out to be successful, but the only thing I need to implement is the little “ching” sound when you fire your last shot, along with the clip that flies out.
Now, I have compiled the Primary Empty animation already, which includes the flying clip, but the problem now is that I don’t know what to put in the shared.lua to make this work.

Here is my code:
[lua]
if (SERVER) then
AddCSLuaFile(“shared.lua”)
SWEP.HoldType = “ar2”
end

if (CLIENT) then
SWEP.PrintName = “M1 Garand”
SWEP.Slot = 3
SWEP.SlotPos = 1
SWEP.IconLetter = “b”

killicon.AddFont("weapon_real_cs_ak47", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) )

end

SWEP.EjectDelay = 0.05

SWEP.Instructions = “Left click shoot, right click zoom in.”

SWEP.Base = “weapon_ava_base”

SWEP.Spawnable = true
SWEP.AdminSpawnable = true

SWEP.ViewModel = “models/ava/v_ava_m1garand.mdl”
SWEP.WorldModel = “”

SWEP.Primary.Sound = Sound(“ava/m1garand/fire.wav”)
SWEP.Primary.Recoil = 0.7
SWEP.Primary.Damage = 56
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 8
SWEP.Primary.Delay = 0.1
SWEP.Primary.DefaultClip = 30
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = “smg1”

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

SWEP.IronSightsPos = Vector (-5.0694, -16.5654, 1.3494)
SWEP.IronSightsAng = Vector (0.0744, -0.0751, -0.0075)

function SWEP:Reload()

if ( self.Reloadaftershoot > CurTime() ) then return end
– If you’re firering, you can’t reload

self.Weapon:DefaultReload(ACT_VM_RELOAD) 
-- Animation when you're reloading


if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
	self.Weapon:EmitSound("ava/m1garand/reload.wav")
	self.Weapon:EmitSound("ava/voices/Reload" .. math.random(1, 9) .. ".mp3")
-- When the current clip < full clip and the rest of your ammo > 0, then
	
	self.Owner:SetFOV( 0, 0.15 )
	-- Zoom = 0

	self:SetIronsights(false)

end
end

function SWEP:Deploy()
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
self.Weapon:SetNextPrimaryFire(CurTime() + 1)
self.Weapon:EmitSound( “ava/m1garand/draw.wav” )
return true
end[/lua]