Prop Throwing Speed?

I made a SWEP with a SWEP Maker, it shoots bricks.
But how on earth can I make the bricks shoot faster?

Here’s the script, I want the bricks to shoot really fast and hard, what should I change?

//General Variables\
SWEP.AdminSpawnable = true
SWEP.ViewModelFOV = 64
SWEP.ViewModel = “[Choose different Model]”
SWEP.WorldModel = “models/weapons/w_pistol.mdl”
SWEP.AutoSwitchTo = false
SWEP.Slot = 1
SWEP.HoldType = “melee”
SWEP.PrintName = “Brick Shooter”
SWEP.Author = “Zealord”
SWEP.Spawnable = true
SWEP.AutoSwitchFrom = false
SWEP.FiresUnderwater = true
SWEP.Weight = 5
SWEP.DrawCrosshair = true
SWEP.Category = “Ad’s Stuff”
SWEP.SlotPos = 0
SWEP.DrawAmmo = true
SWEP.ReloadSound = “Weapon_Pistol.Reload”
SWEP.Instructions = " "
SWEP.Contact = “N/A”
SWEP.Purpose = “Shoot bricks at things, just like hobo’s.”
SWEP.base = “weapon_base”
//General Variables\

//Primary Fire Variables\
SWEP.Primary.Sound = “Weapon_Pistol.Single”
SWEP.Primary.Damage = 10
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 1
SWEP.Primary.AngVelocity = Angle(0,0,0)
SWEP.Primary.Ammo = “Pistol”
SWEP.Primary.DefaultClip = 2
SWEP.Primary.Spread = 0.1
SWEP.Primary.Model = “models/props_junk/CinderBlock01a.mdl”
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Recoil = 1
SWEP.Primary.Delay = 0.2
SWEP.Primary.Force = 9000
//Primary Fire Variables\

//Secondary Fire Variables\
SWEP.Secondary.NumberofShots = 1
SWEP.Secondary.Force = 10
SWEP.Secondary.Spread = 0.1
SWEP.Secondary.Sound = “Weapon_Pistol.Single”
SWEP.Secondary.DefaultClip = 32
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “Pistol”
SWEP.Secondary.Recoil = 1
SWEP.Secondary.Delay = 0.2
SWEP.Secondary.TakeAmmo = 1
SWEP.Secondary.ClipSize = 16
SWEP.Secondary.Damage = 10
//Secondary Fire Variables\

//SWEP:Initialize()\
function SWEP:Initialize()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.Secondary.Sound)
if ( SERVER ) then
self:SetWeaponHoldType( self.HoldType )
end
end
//SWEP:Initialize()\

//SWEP:PrimaryFire()\
function SWEP:PrimaryAttack()
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self:Throw_Attack (self.Primary.Model, self.Primary.Sound, self.Primary.AngVelocity)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
//SWEP:PrimaryFire()\

//SWEP:SecondaryFire()\
function SWEP:SecondaryFire()
return false
end
//SWEP:SecondaryFire()\

//SWEP:Throw_Attack(Model, Sound, Angle)\
function SWEP:Throw_Attack (Model, Sound, Angle)
local tr = self.Owner:GetEyeTrace()
self.Weapon:EmitSound (Sound)
self.BaseClass.ShootEffects (self)
if (!SERVER) then return end
local ent = ents.Create (“prop_physics”)
ent:SetModel (Model)
ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles (self.Owner:EyeAngles())
ent:Spawn()
local phys = ent:GetPhysicsObject()
local shot_length = tr.HitPos:Length()
phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * math.pow (shot_length, 90))
phys:AddAngleVelocity(Angle)
cleanup.Add (self.Owner, “props”, ent)
undo.Create (“Brick”)
undo.AddEntity (ent)
undo.SetPlayer (self.Owner)
undo.Finish()
end
//Throw_Attack(Model, Sound, Angle)\

Use [lua] tags…

[lua]
//General Variables\
SWEP.AdminSpawnable = true
SWEP.ViewModelFOV = 64
SWEP.ViewModel = “[Choose different Model]”
SWEP.WorldModel = “models/weapons/w_pistol.mdl”
SWEP.AutoSwitchTo = false
SWEP.Slot = 1
SWEP.HoldType = “melee”
SWEP.PrintName = “Brick Shooter”
SWEP.Author = “Zealord”
SWEP.Spawnable = true
SWEP.AutoSwitchFrom = false
SWEP.FiresUnderwater = true
SWEP.Weight = 5
SWEP.DrawCrosshair = true
SWEP.Category = “Ad’s Stuff”
SWEP.SlotPos = 0
SWEP.DrawAmmo = true
SWEP.ReloadSound = “Weapon_Pistol.Reload”
SWEP.Instructions = " "
SWEP.Contact = “N/A”
SWEP.Purpose = “Shoot bricks at things, just like hobo’s.”
SWEP.base = “weapon_base”
//General Variables\

//Primary Fire Variables\
SWEP.Primary.Sound = “Weapon_Pistol.Single”
SWEP.Primary.Damage = 10
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 1
SWEP.Primary.AngVelocity = Angle(0,0,0)
SWEP.Primary.Ammo = “Pistol”
SWEP.Primary.DefaultClip = 2
SWEP.Primary.Spread = 0.1
SWEP.Primary.Model = “models/props_junk/CinderBlock01a.mdl”
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Recoil = 1
SWEP.Primary.Delay = 0.2
SWEP.Primary.Force = 9000
//Primary Fire Variables\

//Secondary Fire Variables\
SWEP.Secondary.NumberofShots = 1
SWEP.Secondary.Force = 10
SWEP.Secondary.Spread = 0.1
SWEP.Secondary.Sound = “Weapon_Pistol.Single”
SWEP.Secondary.DefaultClip = 32
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “Pistol”
SWEP.Secondary.Recoil = 1
SWEP.Secondary.Delay = 0.2
SWEP.Secondary.TakeAmmo = 1
SWEP.Secondary.ClipSize = 16
SWEP.Secondary.Damage = 10
//Secondary Fire Variables\

//SWEP:Initialize()\
function SWEP:Initialize()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.Secondary.Sound)
if ( SERVER ) then
self:SetWeaponHoldType( self.HoldType )
end
end
//SWEP:Initialize()\

//SWEP:PrimaryFire()\
function SWEP:PrimaryAttack()
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self:Throw_Attack (self.Primary.Model, self.Primary.Sound, self.Primary.AngVelocity)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
//SWEP:PrimaryFire()\

//SWEP:SecondaryFire()\
function SWEP:SecondaryFire()
return false
end
//SWEP:SecondaryFire()\

//SWEP:Throw_Attack(Model, Sound, Angle)\
function SWEP:Throw_Attack (Model, Sound, Angle)
local tr = self.Owner:GetEyeTrace()
self.Weapon:EmitSound (Sound)
self.BaseClass.ShootEffects (self)
if (!SERVER) then return end
local ent = ents.Create (“prop_physics”)
ent:SetModel (Model)
ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles (self.Owner:EyeAngles())
ent:Spawn()
local phys = ent:GetPhysicsObject()
local shot_length = tr.HitPos:Length()
phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * math.pow (shot_length, 90))
phys:AddAngleVelocity(Angle)
cleanup.Add (self.Owner, “props”, ent)
undo.Create (“Brick”)
undo.AddEntity (ent)
undo.SetPlayer (self.Owner)
undo.Finish()
end
//Throw_Attack(Model, Sound, Angle)\[/lua]

And you probably have to edit line 96.