Resetting RaycastHit normals in code?

I'm working with someone on designing a game that utilizes bouncing shots off of walls, instantiated separately as blocks. The idea is that you're in a grid, taking turns firing at each other and utilizing the walls to bounce shots to hit the opponent.

The previous version of this game utilized the Physics Colliders to bounce shots off of the walls, but I'm utilizing RaycastHit now, utilizing the snippet of code derived from another question(http://answers.unity3d.com/questions/31050/bullet-reflected), but I'm still encountering some problems.

I've taken some screenshots to demonstrate.

http://i.imgur.com/ciUp8.jpg Now, in the first screenshot, you can see with the bullet trail that it bounces off of the walls somewhat properly.

http://i.imgur.com/qkxph.jpg In the second one... I can identify what's going wrong, but not how to fix it.

The problem is that it's identifying one normal properly, but will only stick to that normal until it is reset(somehow). If the normal is (1, 0, 0), it will not count a normal of (-1, 0, 0), for instance. It'll take a normal on another axis, such as (0, 1, 0), but won't take any other normals on that regard.

Here's the code if anyone was curious:

    if(Physics.Raycast(transform.position, transform.forward, raycastTarget, 0.5) && raycastTarget.transform != transform && raycastTarget.transform.name == "WallYellow(Clone)") {
    Debug.DrawRay(raycastTarget.point, raycastTarget.normal * 10, Color.red);
    incidenceAngle = raycastTarget.point - transform.position;
    Debug.DrawRay(raycastTarget.point, -incidenceAngle* 10, Color.yellow);
    reflectionAngle = Vector3.Reflect(incidenceAngle, raycastTarget.normal);
    Debug.DrawRay(raycastTarget.point, reflectionAngle * 10,Color.green);

    bounce += 1;
    if(Tracer == false) {
        AudioSource.PlayClipAtPoint(bounced, transform.position);
    }
    if(bounce >= maxBounces)
        life=0;

    print("Normal: "+raycastTarget.normal+" Oh, and I'm supposed to bounce! Bounces left: "+(maxBounces-bounce));

    if(raycastTarget.normal.x != 0) {
        raycastTarget.normal.x = -raycastTarget.normal.x;
        rigidbody.velocity.x = -rigidbody.velocity.x;
    }
    else if(raycastTarget.normal.z != 0) {
        raycastTarget.normal.z = -raycastTarget.normal.z;
        rigidbody.velocity.z = -rigidbody.velocity.z;
    }
    print("Normal after bounce: "+raycastTarget.normal);
}

My question is, how do you make the normals identify itself more... dynamically, and not keep it confined to one normal at a time? I thought forcing the normals to reverse themselves through the code would work, but it still only recognizes the same normal on the appropriate axis(i.e. [1,0,0]) no matter what.

Nevermind! Through some scrutiny there were some errors with how the code handled the normals to begin with, which means the fault was more in the code's structure and not in the RaycastHit or Raycast.

It mainly had to deal with the transform.forward defined in the Raycast if statement not updating after a bounce.