I have this code in a SWEP.

For whatever reason, the code won’t get the table I have set.

The error I get:

```
function SWEP:DrawWorldModel()
SWEP.WElements = {
["JSrighthandcuff"] = { type = "Model", model = "models/props_vehicles/carparts_tire01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(0, 0, 0), angle = Angle(10, 110, -13.44), size = SWEP:GetCuffSize("ValveBiped.Bip01_R_Hand"), color = Color(160, 160, 160, 255), surpresslightning = false, material = "phoenix_storms/cube", skin = 0, bodygroup = {} },
["JSlefthandcuff"] = { type = "Model", model = "models/props_vehicles/carparts_tire01a.mdl", bone = "ValveBiped.Bip01_L_Hand", rel = "", pos = Vector(0, .2, 0), angle = Angle(-10, 110, 7), size = SWEP:GetCuffSize("ValveBiped.Bip01_L_Hand"), color = Color(160, 160, 160, 255), surpresslightning = false, material = "phoenix_storms/cube", skin = 0, bodygroup = {} }
}
end
```

```
function SWEP:GetCuffSize(boneroo)
if self == nil then return end
if boneroo == nil then return end
print(boneroo)
local ply = self:GetOwner()
local function lookupbone(lubone) -- Gets the bone id
return ply:LookupBone(lubone)
end
local JSHBGroups = ply:GetHitBoxGroupCount() -- The amount of groups of hitboxes in the ent
local JSHBXS = {} -- My little table to store the hitboxs I need
JSHBXS.LeftHandHB = {}
JSHBXS.RightHandHB = {}
for k=0, JSHBGroups - 1 do -- Loops through all the hitbox groups with i = the hitbox group num
local HBCount = ply:GetHitBoxCount(k) -- The amount of hitboxes in the hitbox group
for v=0, HBCount do -- Loop through all the hitboxes in the group 'i'
-- k now = the hitbox group and v = the hitbox in that group
local mybone = ply:GetHitBoxBone(v,k) -- Gets a bone based on k,v
if mybone == lookupbone(boneroo) then -- RBS.LHand is the bone id for Left hand
JSHBXS.LeftHandHB["Group"] = k
JSHBXS.LeftHandHB["HB"] = v
elseif mybone == lookupbone(boneroo) then -- Same thing with right hand
JSHBXS.RightHandHB["Group"] = k
JSHBXS.RightHandHB["HB"] = v
end
end
end
-- Lets call these two after this for loop
local JLH = JSHBXS.LeftHandHB -- So I don't have to type it all out
local JRH = JSHBXS.RightHandHB
-- Now we should have the hitboxes as needed.
local function jsvecmath(boney)
local function jsquickr(hand)
return ply:GetHitBoxBounds(hand["Group"], hand["HB"]) -- returns the vectors of hitbox
end
if boney == "ValveBiped.Bip01_L_Hand" then -- If we're dealing with the left hand
local jvmin, jvmax = jsquickr(JLH) -- HB first, then group
local x1,y1,z1 = jvmin
local x2,y2,z2 = jvmax
local x1 = math.abs(x1 - x2) -- get the distance between the two amirite?
local z1 = math.abs(z1 - z2) -- get the distance between the two amirite?
return Vector(x1,.1,z1)
elseif boney == "ValveBiped.Bip01_R_Hand" then -- If we're dealing with the right hand
local jvmin, jvmax = jsquickr(JRH) -- HB first, then group
local x1,y1,z1 = jvmin
local x2,y2,z2 = jvmax
local x1 = math.abs(x1 - x2) -- get the distance between the two amirite?
local z1 = math.abs(z1 - z2) -- get the distance between the two amirite?
return Vector(x1,.1,z1)
else
return Vector(.17, .1, .17)
end
end
local jscaledvec = jsvecmath(boneroo) -- Gets the scaled vector
if jscaledvec == nil then
return (Vector(.17, .1, .17))
else
return jscaledvec
end
-- Edit x and z
end
```