Wrong fire direction,Wrong bullet fire direction

When the script fires the bullet it goes to the wrong direction.
Bullet spawn script:

 var input = new Vector3( Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical") );
            transform.Translate(input * Time.deltaTime*moveSpeed, Space.World);

            if (Input.GetButtonDown("Fire1"))
            {
                CmdFire();
            }
        // Disable physics for peer objects
    GetComponent<Rigidbody>().isKinematic = !hasAuthority;

    // Update player name
    label.text = SteamFriends.GetFriendPersonaName(new CSteamID(steamId));

   [Command]
    public void CmdFire()
    {
        if (NetworkServer.active)
        {

            Transform spawnpos = transform.GetChild(1);
            //spawnpos.rotation *= new Quaternion (spawnpos.rotation.x / 2, spawnpos.rotation.y / 2, spawnpos.rotation.z / 2, 1);
            //spawnpos.position = spawnpos.position + new Vector3(1, 0, 1);
            //double spawnpos2x = Convert.ToDouble(spawnpos.rotation.x);
            /*float sinx = (float)Math.Sin(Convert.ToDouble(spawnpos.rotation.y));
            float cosz = (float)Math.Cos(Convert.ToDouble(spawnpos.rotation.y));*/
            Debug.Log(transform.forward);
            var bullet = GameObject.Instantiate(bulletPrefab,

                spawnpos.position,
                spawnpos.rotation);

            //spawnpos.position = spawnpos.position - new Vector3(1, 0, 1);
            
            NetworkServer.Spawn(bullet);

            bullet.GetComponent<Transform>().forward = transform.forward;
           // bullet.GetComponent<Transform>().TransformDirection(transform.forward);
            //bullet.GetComponent<NetworkTransform>().GetComponentInChildren<SphereCollider>().name = "Lovedek_" + SteamUser.GetSteamID().ToString();
            Die dielet = GetComponent<Die>();
            Debug.LogError(dielet.elet);
            //dielet.elet = dielet.elet + 20;
            //Debug.LogError(dielet.elet);


        }
    
    }

Move script:

void Update () {
    
    transform.Translate(transform.forward * Time.deltaTime * speed);
    
    
}

Video: Bullet - YouTube

In your Move script,

replace

transform.Translate(transform.forward * Time.deltaTime * speed);

with

transform.Translate(transform.forward * Time.deltaTime * speed, Space.World);