My dev product event fires when my community manager joins?

So, this is pretty straight forward, and all I want is to know some sort of mistake I might be doing.

He even recorded this for me, but when my community manager joined my game, he’d fire an event without buying it. Now, it’s not some lazy code error that’s just slopped on to my script. This event only fires in ONE spot, and that’s where it fires when it detects it has been boughten

MS.ProcessReceipt = function(info)
	local plr = game.Players:GetPlayerByUserId(info.PlayerId)
	if plr then
		if info.ProductId == herbrinesRevengeID then
			if Values.Game.Value == true then
				Remotes.HerobrinesRevenge:Fire(plr.Name)
				warn("Thanks for buying Herobrine's Revenge "..plr.Name.."!")
				return Enum.ProductPurchaseDecision.PurchaseGranted
			end
		end
	else
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end
end

That is the only place where it fires, I even didn’t find anything in the find all tool. I just need a simple explanation, and I can do the scripting. Thanks.

Reeplace “Fire” to “FireServer”

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