TFA base issue regarding c_smg1.mdl

bassically, when i place “c_smg1” in shared.lua the weapon starts to dissapear whenever i’m pressing fire, when it’s out of ammo, just for a second,
i compared the lua file to other sweps that use “c_pistol” and “c_crossbow” and there seems to be no big difference between them, but the they don’t have that problem.
has anybody faced with that type of thing? have idea of what might be causing this?
here’s a youtube link just to make clearer what i’m talking about https://www.youtube.com/watch?v=8WkmfFN7MR8

and the code:

SWEP.Gun = (“tfa_hl2_mp7”) – must be the name of your swep
if (GetConVar(SWEP.Gun…"_allowed")) != nil then
if not (GetConVar(SWEP.Gun…"_allowed"):GetBool()) then SWEP.Base = “tfa_blacklisted” SWEP.PrintName = SWEP.Gun return end
end
SWEP.Category = “A:Mine”
SWEP.Author = “”
SWEP.Contact = “”
SWEP.Purpose = “”
SWEP.Instructions = “”
SWEP.MuzzleAttachment = “muzzle” – Should be “1” for CSS models or “muzzle” for hl2 models
SWEP.ShellEjectAttachment = “1” - - Should be “2” for CSS models or “1” for hl2 models
SWEP.PrintName = “Combine MP7” – Weapon name (Shown on HUD)
SWEP.Slot = 2 – Slot in the weapon selection menu
SWEP.SlotPos = 72 – Position in the slot
SWEP.DrawAmmo = true – Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox = false – Should draw the weapon info box
SWEP.BounceWeaponIcon = false – Should the weapon icon bounce?
SWEP.DrawCrosshair = true – set false if you want no crosshair
SWEP.Weight = 30 – rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo = true – Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true – Auto switch from if you pick up a better weapon
SWEP.HoldType = “smg” – how others view you carrying the weapon

SWEP.ViewModelFOV = 55
SWEP.ViewModelFlip = false
SWEP.ViewModel = “models/weapons/c_smg1.mdl” – Weapon view model
SWEP.WorldModel = “models/weapons/w_smg1.mdl” – Weapon world model
SWEP.Base = “tfa_gun_base”
SWEP.Spawnable = true
SWEP.UseHands = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = false

SWEP.Primary.Sound = Sound(“Weapon_SMG1.Single”) – Script that calls the primary fire sound
SWEP.Primary.RPM = 700 – This is in Rounds Per Minute
SWEP.Primary.ClipSize = 45 – Size of a clip
SWEP.Primary.DefaultClip = 60 – Bullets you start with
SWEP.Primary.KickUp = 0.2 – Maximum up recoil (rise)
SWEP.Primary.KickDown = 0.2 – Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0.2 – Maximum up recoil (stock)
SWEP.Primary.Automatic = true – Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = “smg1”

SWEP.Secondary.IronFOV = 55 – How much you ‘zoom’ in. Less is more!

SWEP.data = {} --The starting firemode
SWEP.data.ironsights = 1

SWEP.Primary.NumShots = 1 – How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 7 – Base damage per bullet
SWEP.Primary.Spread = .025 – Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .01 – Ironsight accuracy, should be the same for shotguns

SWEP.SelectiveFire = true

SWEP.VMPos = Vector(-3.82, -4.222, -0.401) --The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position.
SWEP.VMAng = Vector(-2.112, 0, 0) --The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle.
SWEP.VMPos_Additive = false --Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse

– Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(-6.461, 5.225, 1.19)
SWEP.IronSightsAng = Vector(-0.487, 0, 0)

SWEP.RunSightsPos = Vector(-1.611, -4.824, -2.211)
SWEP.RunSightsAng = Vector(-11.256, 28.843, -9.849)

if GetConVar(“tfaUniqueSlots”) != nil then
if not (GetConVar(“tfaUniqueSlots”):GetBool()) then
SWEP.SlotPos = 2
end
end


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