The original weapon you decompiled is not the Colt Python .357, it's the Glock 17 9mm, not a big deal, it's the same.
As you can see, there is a difference of animation count, something you can do is duplicate existing animations of the same kind or if you have the skills and the courage : create new animations.
I'm going to assume you have chosen the first option which is "duplicating the existing animations". All you have to do is copy/paste lines, the final QC file should look like this :
$sequence "idle1" "idle1" fps 16
$sequence "idle2" "idle1" fps 16
$sequence "idle3" "idle1" fps 16
$sequence "shoot1" "shoot1" fps 36 { event 5001 0 "11" }
$sequence "shoot_empty" "shoot_empty" fps 36 { event 5001 0 "11" }
$sequence "reload" "reload" fps 30 {
{ event 5004 15 "weapons/fiveseven_clipout.wav" }
{ event 5004 41 "weapons/fiveseven_clipin.wav" }
{ event 5004 75 "weapons/fiveseven_sliderelease.wav" }
}
$sequence "reload_empty" "reload" fps 30 {
{ event 5004 15 "weapons/fiveseven_clipout.wav" }
{ event 5004 41 "weapons/fiveseven_clipin.wav" }
{ event 5004 75 "weapons/fiveseven_sliderelease.wav" }
}
$sequence "draw" "draw" fps 30 { event 5004 13 "weapons/fiveseven_slidepull.wav" }
You can remove the "shoot2.smd" file in the folder of the decompiled Five Seven since you will no longer need it.
First thing to notice is that I haven't included the "holster" and "add_silencer" animations. The reason of why I have done that is because those animations are never played on vanilla HL and they are last. However, if the "holster" animation wasn't last in the original, then I would be forced to add it in order to match the animations order.
Second thing to note : it's not very important that names matches between the original and the replacement. The animation is chosen based on their index, in other words : Half-Life says : "Can you play the 5th animation ?", "Can you play the 3rd animation ?". It doesn't say : "Can you play the animation called 'reload' ?".