Reload sounds aren't working correctly in multiplayer.

Alright, so I installed the FAS:2 sweps (https://steamcommunity.com/sharedfiles/filedetails/?id=180507408) onto my server. Everything seemed fine until I noticed that the reload sounds for the guns didn’t always play. However, they worked just fine in singleplayer. I did some fishing around in the code and noticed this function in fas2_shared.lua:



function FAS2_PlayAnim(wep, anim, speed, cyc, time)
	speed = speed and speed or 1
	cyc = cyc and cyc or 0
	time = time or 0
			
	if type(anim) == "table" then
		anim = table.Random(anim)
	end
	
	if game.SinglePlayer() then
		if SERVER then
			if wep.Sounds[anim] then
				wep.CurSoundTable = wep.Sounds[anim]
				wep.CurSoundEntry = 1
				wep.SoundSpeed = speed
				wep.SoundTime = CurTime() + time
			end
		end
			/*if wep.Sounds[anim] then
				for k, v in pairs(wep.Sounds[anim]) do
					timer.Simple(v.time, function()
						if IsValid(ply) and ply:Alive() and IsValid(wep) and wep == ply:GetActiveWeapon() then
							wep:EmitSound(v.sound, 70, 100)
						end
					end)
				end
			end
		end*/
	else
		if wep.Sounds[anim] then
			wep.CurSoundTable = wep.Sounds[anim]
			wep.CurSoundEntry = 1
			wep.SoundSpeed = speed
			wep.SoundTime = CurTime() + time
		end
		
		/*if wep.Sounds[anim] then
			for k, v in pairs(wep.Sounds[anim]) do
				timer.Simple(v.time, function()
					wep:EmitSound(v.sound, 70, 100)
				end)
			end
		end*/
	end
	
	if SERVER and game.SinglePlayer() then
		ply = Entity(1)
		
		umsg.Start("FAS2ANIM", ply)
			umsg.String(anim)
			umsg.Float(speed)
			umsg.Float(cyc)
		umsg.End()
	end
		
	if CLIENT then
		vm = wep.Wep
		
		wep.CurAnim = string.lower(anim)
		
		if vm then
			vm:SetCycle(cyc)
			vm:SetSequence(anim)
			vm:SetPlaybackRate(speed)
		end
	end
end


I could be wrong since I know very little about lua coding, but I think that could be the source of the problem. I’ve tried tinkering with it but to no avail. Anyone else think they can solve this problem?