When reloading, it makes the gun sound play twice?

Hi, I recently posted a thread about sound skipping, since I fixed that, the gun reload sound played twice, 0.5 or so seconds apart?
Here is my code:


//Information\\
SWEP.Author 				= "Bakht"
SWEP.Contact 				= "bakht.khan@outlook.com"
SWEP.Purpose 				= "DOD:S Weapon"
SWEP.Category 				= "DOD:S TTT Weapons"
//Server side Settings\\
if (SERVER) then
	AddCSLuaFile("shared.lua")
	resource.AddFile("materials/vgui/ttt/weapon_bk_k98.vmt")
	SWEP.HoldType 			= "ar2"
end
//Client side Settings\\
if (CLIENT) then
	SWEP.PrintName 			= "Kar98K"
	SWEP.Slot				= 3
	SWEP.ViewModelFOV = 50
end
//TTT Settings\\
SWEP.Base 					= "weapon_tttbase"
SWEP.Kind 					= WEAPON_HEAVY
SWEP.AmmoEnt 				= "item_ammo_357_ttt"
SWEP.Icon					= "vgui/ttt/weapon_bk_k98.vmt"
//Spawn Settings\\
SWEP.AutoSpawnable 			= true
SWEP.Spawnable 				= false
SWEP.AdminSpawnable 		= true
SWEP.AutoSwitchTo			= false
SWEP.AutoSwitchFrom			= false
//Primary SWEP\\
SWEP.Primary.Ammo 			= "357"
SWEP.Primary.Damage 		= 50
SWEP.Primary.Numshots 		= 1
SWEP.Primary.Cone 			= 0.002
SWEP.Primary.ClipSize 		= 5
SWEP.Primary.DefaultClip 	= 30
SWEP.Primary.Delay 			= 1.3
SWEP.Primary.Automatic 		= true
SWEP.Primary.Recoil 		= 1.3
SWEP.Primary.Sound 			= Sound("K98.Shoot");
//Scripts\\
sound.Add({
	name 					= "K98.Shoot",
	channel					= CHAN_WEAPON,
	volume					= 1.0,
	soundlevel				= 70,
	pitchstart				= 100,
	pitchend				= 100,
	sound					= "weapons/k98_shoot.wav"
});
sound.Add({
	name 					= "K98.Reload",
	channel					= CHAN_WEAPON,
	volume					= 1.0,
	soundlevel				= 70,
	pitchstart				= 100,
	pitchend				= 100,
	sound					= "weapons/k98_worldreload.wav"
});
//Model Settings\\
SWEP.ViewModel				= "models/weapons/v_k98.mdl"
SWEP.WorldModel 			= "models/weapons/w_k98.mdl"
SWEP.ViewModelFlip 			= false
//Iron Sights\\
SWEP.IronSightsPos			= Vector(-6.7, -12, 3.5)
SWEP.IronSightsAng			= Vector(0.5, -0.1, 0)
//Functions\\
function SWEP:Reload()
	if(self.Weapon:Clip1() < 5) then
		if self.Owner:GetAmmoCount (self.Primary.Ammo) > 0 then
			self.Weapon:EmitSound ("K98.Reload")
		end
		self.Weapon:DefaultReload (ACT_VM_RELOAD);
		self:SetIronsights( false )
	end
end

Don’t use self.Weapon, use just self.

So;


function SWEP:Reload()
	if(self.Weapon:Clip1() < 5) then
		if self.Owner:GetAmmoCount (self.Primary.Ammo) > 0 then
			self:EmitSound ("K98.Reload")
		end
		self:DefaultReload (ACT_VM_RELOAD);
		self:SetIronsights( false )
	end
end

?
Thanks for the reply :slight_smile:



function SWEP:Reload()
	if ( self:Clip1() < self.Primary.ClipSize && self:Ammo1() > 0 ) then
		self:DefaultReload( ACT_VM_RELOAD )
		self:EmitSound( "K98.Reload" )

	end
end


Thanks :smiley: