Testing gun for traitor that prints in chat instead of kills - HELP

I’m having an issue creating this weapon that print in the chat my message instead of killing the traitor.
My code so far.
I’m pretty new to Lua scripting so any input is appreciated.

Function starts around line 90


if SERVER then
   AddCSLuaFile( "shared.lua" )
end
   
SWEP.HoldType			= "pistol"

if CLIENT then
   SWEP.PrintName = "MTU"
   SWEP.Slot = 6

   SWEP.EquipMenuData = {
      type = "item_weapon",
      desc = "Mobile Testing Unit. Checking your chat."
   };

   SWEP.Icon = "VGUI/ttt/icon_silenced"
end

SWEP.Base = "weapon_tttbase"
SWEP.Primary.Recoil   = 1.3
SWEP.Primary.Damage = 1
SWEP.Primary.Delay = 0.25
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = true
SWEP.Primary.DefaultClip = 1
SWEP.Primary.ClipMax = 1
SWEP.Primary.Ammo = "RPG_Round"

SWEP.Kind = WEAPON_EQUIP
SWEP.CanBuy = {ROLE_DETECTIVE} -- only detectives can buy
SWEP.WeaponID = AMMO_GOLDPISTOL
SWEP.LimitedStock = true
SWEP.AmmoEnt = nil

SWEP.IsSilent = ture

SWEP.ViewModel			= "models/weapons/v_pist_deagle.mdl"
SWEP.WorldModel			= "models/weapons/w_pist_deagle.mdl"

SWEP.Primary.Sound = Sound( "weapons/usp/usp1.wav"  )
SWEP.Primary.SoundLevel = 500

SWEP.IronSightsPos = Vector(1.159, 0, -1)
SWEP.IronSightsAng = Vector(0, 0, 0)


SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD

function SWEP:Deploy()
   //self.Weapon:SetMaterial("models/deagle_skin1.vtf")
   self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
   return true
end


function SWEP:PrimaryAttack()
   if not self:CanPrimaryAttack() then return end

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

   

   local trace = util.GetPlayerTrace(self.Owner)
    local tr = util.TraceLine(trace)

      if tr.Entity:IsPlayer() then
      if tr.Entity:IsRole(ROLE_TRAITOR) then


               bullet = {}
               bullet.Num    = 1
               bullet.Src    = self.Owner:GetShootPos()
               bullet.Dir    = self.Owner:GetAimVector()
               bullet.Spread = Vector(0, 0, 0)
               bullet.Tracer = 0
               bullet.Force  = 3000
               bullet.Damage = 0
            self.Owner:FireBullets(bullet)
            self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
               self:TakePrimaryAmmo(1)
               self.Weapon:EmitSound(Sound( "weapons/usp/usp1.wav"  ))
            
               
            end

		function PrintMtuMessage
			chat.AddText(Color(255, 255, 255), "You hit a Traitor!")
		end



      if tr.Entity:IsRole(ROLE_INNOCENT) or tr.Entity:IsRole(ROLE_DETECTIVE) then
               bullet = {}
               bullet.Num    = 1
               bullet.Src    = self.Owner:GetShootPos()
               bullet.Dir    = self.Owner:GetAimVector()
               bullet.Spread = Vector(0, 0, 0)
               bullet.Tracer = 0
               bullet.Force  = 3000
               bullet.Damage = 0
            self.Owner:FireBullets(bullet)
            self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
               self:TakePrimaryAmmo(1)
               self.Weapon:EmitSound(Sound( "weapons/usp/usp1.wav"  ))
            end
            end
		function PrintMtuMessage
			chat.AddText(Color(255, 255, 255), "You hit an Innocent.)
		end
            
               self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
               self:TakePrimaryAmmo(1)
               self.Owner:EmitSound(Sound( "weapons/usp/usp1.wav"  ))
            
end
            


 

-- We were bought as special equipment, and we have an extra to give
function SWEP:WasBought(buyer)
   if IsValid(buyer) then -- probably already self.Owner
     // buyer:GiveAmmo( 1, "RPG_Round" )
   end
end

Read up on how to use functions…
http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexae97.html

[lua]
if SERVER then
AddCSLuaFile( “shared.lua” )
end

SWEP.HoldType = “pistol”

if CLIENT then
SWEP.PrintName = “MTU”
SWEP.Slot = 6

SWEP.EquipMenuData = {
type = “item_weapon”,
desc = “Mobile Testing Unit. Checking your chat.”
};

SWEP.Icon = “VGUI/ttt/icon_silenced”
end

SWEP.Base = “weapon_tttbase”
SWEP.Primary.Recoil = 1.3
SWEP.Primary.Damage = 1
SWEP.Primary.Delay = 0.25
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = true
SWEP.Primary.DefaultClip = 1
SWEP.Primary.ClipMax = 1
SWEP.Primary.Ammo = “RPG_Round”

SWEP.Kind = WEAPON_EQUIP
SWEP.CanBuy = {ROLE_DETECTIVE} – only detectives can buy
SWEP.WeaponID = AMMO_GOLDPISTOL
SWEP.LimitedStock = true
SWEP.AmmoEnt = nil

SWEP.IsSilent = ture

SWEP.ViewModel = “models/weapons/v_pist_deagle.mdl”
SWEP.WorldModel = “models/weapons/w_pist_deagle.mdl”

SWEP.Primary.Sound = Sound( “weapons/usp/usp1.wav” )
SWEP.Primary.SoundLevel = 500

SWEP.IronSightsPos = Vector(1.159, 0, -1)
SWEP.IronSightsAng = Vector(0, 0, 0)

SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD

function SWEP:Deploy()
//self.Weapon:SetMaterial(“models/deagle_skin1.vtf”)
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
return true
end

function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end

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

local trace = util.GetPlayerTrace(self.Owner)
local tr = util.TraceLine(trace)

if tr.Entity:IsPlayer() then
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 3000
bullet.Damage = 0
self.Owner:FireBullets(bullet)
self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
self:TakePrimaryAmmo(1)
self.Weapon:EmitSound(Sound( “weapons/usp/usp1.wav” ))

	if tr.Entity:IsRole(ROLE_TRAITOR) then
		chat.AddText(Color(255, 255, 255), "You hit a Traitor!")
	elseif tr.Entity:IsRole(ROLE_INNOCENT) or tr.Entity:IsRole(ROLE_DETECTIVE) then
		chat.AddText(Color(255, 255, 255), "You hit an Innocent.")
	end
end

end

– We were bought as special equipment, and we have an extra to give
function SWEP:WasBought(buyer)
if IsValid(buyer) then – probably already self.Owner
// buyer:GiveAmmo( 1, “RPG_Round” )
end
end
[/lua]

Hey worked well, thanks a ton!