Gun Not working on Web Player

Can any one help me, it seems my gun works great when I’m testing it, but as soon as I build and run it to the web player the gun no longer Fires could someone tell me why this is happening? If you need code or anything let me know I will post it in comments.

private void Update()
{
if (m_CurrentWeapon != null)
{
RaycastHit hit;
if (Physics.Raycast(Camera.mainCamera.ScreenPointToRay(new Vector3(Camera.mainCamera.pixelWidth / 2f,
Camera.mainCamera.pixelHeight / 2f,
0f)), out hit))
{
m_CurrentWeapon.Value.transform.rotation = Quaternion.Lerp(m_CurrentWeapon.Value.transform.rotation,
Quaternion.LookRotation(hit.point - m_CurrentWeapon.Value.transform.position),
Time.deltaTime * 10f);
}
if (Input.GetButton(“Fire1”))
{
audio.PlayOneShot(LaserBlasts);
Weapon weapon = m_CurrentWeapon.Value;

			if (weapon.Fire())
			{
				
				m_Ammo[weapon.ammoType] = weapon.Reload(m_Ammo[weapon.ammoType]);
			}
		}
		if (Input.GetAxis("Mouse ScrollWheel") > 0)
		{
			m_CurrentWeapon.Value.renderer.enabled = false;
			if (m_CurrentWeapon != m_Weapons.Last)
			{
				m_CurrentWeapon = m_CurrentWeapon.Next;
			}
			else
			{
				m_CurrentWeapon = m_Weapons.First;
			}
			m_CurrentWeapon.Value.renderer.enabled = true;
		}
		else if (Input.GetAxis("Mouse ScrollWheel") < 0)
		{
			m_CurrentWeapon.Value.renderer.enabled = false;
			if (m_CurrentWeapon != m_Weapons.First)
			{
				m_CurrentWeapon = m_CurrentWeapon.Previous;
			}
			else
			{
				m_CurrentWeapon = m_Weapons.Last;
			}
			m_CurrentWeapon.Value.renderer.enabled = true;
		}
	}
	if (m_PickUp != null && Input.GetButtonDown("Action"))
	{
		Weapon weapon = m_PickUp.TakeWeapon();
		m_PickUp = null;
		weapon.transform.parent = m_WeaponHolder;
		weapon.transform.position = m_GunPosition.transform.position;
		weapon.transform.rotation = m_GunPosition.transform.rotation;
		if (!m_Ammo.ContainsKey(weapon.ammoType))
		{
			m_Ammo[weapon.ammoType] = 0;
		}
		if (!NeedsAmmo(m_CurrentWeapon.Value.ammoType, m_CurrentWeapon.Value))
		{
			Ammo ammo = new Ammo(m_CurrentWeapon.Value.ammoType, m_Ammo[m_CurrentWeapon.Value.ammoType]);
			m_Ammo.Remove(m_CurrentWeapon.Value.ammoType);
			while (ammo.quantity > 0)
			{
				AmmoPickup.NewPickup(ref ammo, m_CurrentWeapon.Value.m_MagazineSize, m_GunPosition.transform.position, m_GunPosition.transform.rotation);
			}
		}
		WeaponPickup.NewPickup(m_CurrentWeapon.Value, m_GunPosition.transform.position, m_GunPosition.transform.rotation);
		m_CurrentWeapon.Value = weapon;
	}
}

private void OnWeaponEnter(WeaponPickup pickup)
{
	if (ContainsWeapon(pickup.weaponsType))
	{
		AmmoType type = pickup.weaponsAmmoType;
		if (m_Ammo.ContainsKey(type))
		{
			Ammo taken = pickup.TakeAmmo(Global_AmmoProperties.GetMaxCapacity(type) - m_Ammo[type]);
			m_Ammo[type] += taken.quantity;
		}
		else
		{
			Ammo taken = pickup.TakeAmmo(Global_AmmoProperties.GetMaxCapacity(type));
			m_Ammo[type] = taken.quantity;
		}
	}
	else
	{
		if (m_Weapons.Count < m_MaxGuns)
		{
			Weapon weapon = pickup.TakeWeapon();
			weapon.transform.parent = m_WeaponHolder;
			weapon.transform.position = m_GunPosition.transform.position;
			weapon.transform.rotation = m_GunPosition.transform.rotation;
			if (m_Weapons.Count > 0)
			{
				m_CurrentWeapon.Value.renderer.enabled = false;
			}
			m_CurrentWeapon = m_Weapons.AddLast(weapon);
			if (!m_Ammo.ContainsKey(weapon.ammoType))
			{
				m_Ammo[weapon.ammoType] = 0;
			}
		}
		else
		{
			m_PickUp = pickup;
		}
	}
}

private void OnWeaponExit(WeaponPickup pickup)
{
	if (m_PickUp == pickup)
	{
		m_PickUp = null;
	}
}

private void OnAmmoEnter(AmmoPickup pickup)
{
	AmmoType type = pickup.type;
	if (NeedsAmmo(type, null))
	{
		Ammo taken = pickup.TakeAmmo(Global_AmmoProperties.GetMaxCapacity(type) - m_Ammo[type]);
		m_Ammo[type] += taken.quantity;
	}
}

private bool ContainsWeapon(WeaponType type)
{
	foreach (Weapon weapon in m_Weapons)
	{
		if (weapon.type == type)
		{
			return true;
		}
	}
	return false;
}

private bool NeedsAmmo(AmmoType type, Weapon ignore)
{
	foreach (Weapon weapon in m_Weapons)
	{
		if (weapon != ignore && weapon.ammoType == type)
		{
			return true;
		}
	}
	return false;
}

public bool HasPickup()
{
	return m_PickUp != null;
}

public bool AllowUse()
{
	return !HasPickup();
}

public bool IsTriggered()
{
	return Input.GetButtonDown("Action");
}

}

I had to add it as an answer there weren’t enough char in the comments