After I animated my pistols reload, It does this

I have tryed reanimating 3 times, and  re-scripting it twice, Here is the most current code I used and if you need it I will upload the .blend
I am also using blender 2.49b (Please dont tell me to use the new one, Because I don't want to deal with its problems and i'm waiting for a stable release) Thanks.
//TenMM.cs
//audio
datablock AudioProfile(TenMMShot1Sound)
{
   filename    = "./wpn_10mmfire_2d_03.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};
//shell
datablock DebrisData(TenMMShellDebris)
{
	shapeFile = "./TenMMShell.dts";
	lifetime = 2.0;
	minSpinSpeed = -400.0;
	maxSpinSpeed = 200.0;
	elasticity = 0.5;
	friction = 0.2;
	numBounces = 3;
	staticOnMaxBounce = true;
	snapOnMaxBounce = false;
	fade = true;
	gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(TenMMFlashParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 25;
	lifetimeVarianceMS   = 15;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.9 0.9 0.0 0.9";
	colors[1]     = "0.9 0.5 0.0 0.0";
	sizes[0]      = 0.5;
	sizes[1]      = 1.0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(TenMMFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "TenMMFlashParticle";
   uiName = "TenMM Flash";
};
datablock ParticleData(TenMMSmokeParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 525;
	lifetimeVarianceMS   = 55;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.5 0.5 0.5 0.9";
	colors[1]     = "0.5 0.5 0.5 0.0";
	sizes[0]      = 0.15;
	sizes[1]      = 0.15;
	useInvAlpha = false;
};
datablock ParticleEmitterData(TenMMSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "TenMMSmokeParticle";
   uiName = "TenMM Smoke";
};
datablock ParticleData(TenMMExplosionParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = 1;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 700;
	lifetimeVarianceMS   = 400;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -50.0;
	spinRandomMax		= 50.0;
	colors[0]     = "0.9 0.9 0.9 0.3";
	colors[1]     = "0.9 0.5 0.6 0.0";
	sizes[0]      = 0.25;
	sizes[1]      = 0.75;
	useInvAlpha = true;
};
datablock ParticleEmitterData(TenMMExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "TenMMExplosionParticle";
   useEmitterColors = true;
   uiName = "TenMM Hit Dust";
};
datablock ParticleData(TenMMExplosionRingParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 50;
	lifetimeVarianceMS   = 35;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 500.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "1 1 0.0 0.9";
	colors[1]     = "0.9 0.0 0.0 0.0";
	sizes[0]      = 1;
	sizes[1]      = 0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(TenMMExplosionRingEmitter)
{
	lifeTimeMS = 50;
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "TenMMExplosionRingParticle";
   useEmitterColors = true;
   uiName = "TenMM Hit Flash";
};
datablock ExplosionData(TenMMExplosion)
{
   //explosionShape = "";
	soundProfile = bulletHitSound;
   lifeTimeMS = 150;
   particleEmitter = TenMMExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;
   emitter[0] = TenMMExplosionRingEmitter;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
AddDamageType("TenMM",   '<bitmap:add-ons/Weapon_TenMM/CI_TenMM> %1',    '%2 <bitmap:add-ons/Weapon_TenMM/CI_TenMM> %1',0.2,1);
datablock ProjectileData(TenMMProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::TenMM;
   radiusDamageType    = $DamageType::TenMM;
   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
   impactImpulse	     = 400;
   verticalImpulse	  = 400;
   explosion           = TenMMExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;
   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
   uiName = "TenMM Bullet";
};
//////////
// item //
//////////
datablock ItemData(TenMMItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./10mm.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "TenMM";
	iconName = "./icon_TenMM";
	doColorShift = true;
	colorShiftColor = "0.25 0.25 0.25 1.000";
	 // Dynamic properties defined by the scripts
	image = TenMMImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TenMMImage)
{
   // Basic Item properties
   shapeFile = "./10mm.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = true;
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = TenMMProjectile;
   projectileType = Projectile;
	casing = TenMMShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   doColorShift = true;
   colorShiftColor = TenMMItem.colorShiftColor;//"0.400 0.196 0 1.000";
   //casing = " ";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	stateName[0]                     = "Activate";
	stateTimeoutValue[0]             = 0.15;
	stateTransitionOnTimeout[0]       = "LoadCheckA";
	stateSound[0]					= weaponSwitchSound;
	stateName[1]                     = "Ready";
	stateTransitionOnNoAmmo[1]       	= "Reload";
	stateTransitionOnTriggerDown[1]  = "Fire";
	stateAllowImageChange[1]         = true;
	stateName[2]                    = "Fire";
	stateTransitionOnTimeout[2]     = "Delay";
	stateTimeoutValue[2]            = 0.14;
	stateFire[2]                    = true;
	stateAllowImageChange[2]        = false;
	stateSequence[2]                = "Fire";
	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateEmitter[2]					= TenMMFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= "muzzleNode";
	stateSound[2]					= TenMMShot1Sound;
	stateEjectShell[2]       = true;
	stateName[3]				= "Delay";
	stateTransitionOnTimeout[3]     	= "FireLoadCheckA";
	stateTimeoutValue[3]            	= 0.09;
	stateEmitter[3]				= gunSmokeEmitter;
	stateEmitterTime[3]			= 0.09;
	stateEmitterNode[3]			= "muzzleNode";
	
	//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
	stateName[4]				= "LoadCheckA";
	stateScript[4]				= "onLoadCheck";
	stateTimeoutValue[4]			= 0.01;
	stateTransitionOnTimeout[4]		= "LoadCheckB";
	
	stateName[5]				= "LoadCheckB";
	stateTransitionOnAmmo[5]		= "Ready";
	stateTransitionOnNoAmmo[5]		= "ReloadWait";
	
	stateName[6]				= "ReloadWait";
	stateTimeoutValue[6]			= 0.3;
	stateTransitionOnTimeout[6]		= "Reload";
	stateWaitForTimeout[6]			= true;
	
	stateName[7]				= "Reload";
	stateTimeoutValue[7]			= 0.6;
	stateScript[7]				= "onReloadStart";
	stateTransitionOnTimeout[7]		= "ReloadB";
	stateWaitForTimeout[7]			= true;
	StateSequence[7]			= "ClipOut";
	stateSound[7]				= AK47ClipOutSound;
	stateName[8]				= "ReloadB";
	stateTimeoutValue[8]			= 1.4;
	stateTransitionOnTimeout[8]		= "Reloaded";
	stateWaitForTimeout[8]			= true;
	StateSequence[8]			= "ClipIn";
	stateSound[8]				= AK47ClipInSound;
	
	stateName[9]				= "Reloaded";
	stateTimeoutValue[9]			= 0.5;
	stateScript[9]				= "onReloaded";
	stateTransitionOnTimeout[9]		= "Ready";
	stateName[10] 				= "Smoke";
	stateEmitter[10]			= gunSmokeEmitter;
	stateEmitterTime[10]			= 0.3;
	stateEmitterNode[10]			= "muzzleNode";
	stateTimeoutValue[10]			= 0.2;
	stateTransitionOnTimeout[10]		= "Ready";
	stateTransitionOnTriggerDown[10]	= "Fire";
	
	stateName[11] 				= "ReloadSmoke";
	stateEmitter[11]			= gunSmokeEmitter;
	stateEmitterTime[11]			= 0.3;
	stateEmitterNode[11]			= "muzzleNode";
	stateTimeoutValue[11]			= 0.2;
	stateTransitionOnTimeout[11]		= "Reload";
	stateName[12]				= "FireLoadCheckA";
	stateScript[12]				= "onLoadCheck";
	stateTimeoutValue[12]			= 0.01;
	stateTransitionOnTimeout[12]		= "FireLoadCheckB";
	
	stateName[13]				= "FireLoadCheckB";
	stateTransitionOnAmmo[13]		= "Smoke";
	stateTransitionOnNoAmmo[13]		= "ReloadSmoke";
};
function TenMMImage::onFire(%this,%obj,%slot)
{
	if(%obj.getDamagePercent() < 1.0)
	%obj.toolAmmo[%obj.currTool]--;
	Parent::onFire(%this,%obj,%slot);	
}
function TenMMImage::onLoadCheck(%this,%obj,%slot)
{
	if(%obj.toolAmmo[%obj.currTool] <= 0)
		%obj.setImageAmmo(%slot,0);
	else
		%obj.setImageAmmo(%slot,1);
}
function TenMMImage::onReloaded(%this,%obj,%slot)
{
	%obj.toolAmmo[%obj.currTool] = 40;
	%obj.setImageAmmo(%slot,1);
}