Photon Instatiate Bullet

Hi i have this code but when i am online it spawm 2 bullets, 1 with de force and another without.

	public Transform Ancla;
	public float fRadius = 3.0f;

	public GameObject Misil;

	public float Speed = 1000;

	PhotonView pv;

	public static float dist;

	void Start(){
		pv = GetComponent<PhotonView>();
		if(pv.isMine == false){
			Destroy(this.gameObject);
		}
	}

	void Update(){


		if(pv.isMine == true){


	//Seguimos el mouse
	Vector3 v3Pos = Camera.main.WorldToScreenPoint (Ancla.position);
	v3Pos = Input.mousePosition - v3Pos;
	float angle = Mathf.Atan2 (v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
	v3Pos = Quaternion.AngleAxis (angle, Vector3.forward) * (Vector3.right * fRadius);
	transform.position = Ancla.position + v3Pos;

	//Mientras mas lejos esta el mouse mas fuerza le agrega
	Vector3 dist3 = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
	float rDot = Vector3.Dot(transform.right, dist3);
	float uDot = Vector3.Dot(transform.up, dist3);
	dist = (float) Mathf.Sqrt((uDot * uDot) + (rDot * rDot));	

	//Rotamos a la direccion del mouse
	Vector3 dir = Camera.main.WorldToScreenPoint (transform.position);
	dir = Input.mousePosition - dir;
	angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
	transform.rotation = Quaternion.AngleAxis(angle + 90, Vector3.forward);


	if(Input.GetKeyDown(KeyCode.Q)){
			
			pv.RPC("Shoot",PhotonTargets.All,new object[]{transform.position,transform.rotation,- (Vector2)transform.TransformDirection(Vector3.up) * Speed * dist});
			
			}
		}
	}
	
	[RPC]
	void Shoot(Vector3 pos,Quaternion rot,Vector2 FuerzaDireccion)
	{
		GameObject RocketClone = PhotonNetwork.Instantiate("Sphereprefab",pos,rot,0)as GameObject;
		RocketClone.GetComponent<Rigidbody2D>().AddForce(FuerzaDireccion);
	}


}

Two issues;
1: you’re sending to .All, which includes yourself, and all players. your RPC function has no server security, ie if(Network.isServer) ec. So your server is spawning a bullet, and every player is spawning a bullet.
2: You should really not send so much in an RPC, a Vector 3, Quaternion and a Vector 2? Its not necessary. The server and all other players have the transform.position, and rotation, assuming this object is synced.