Need help with my damage script.

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So I have a script for shooting and receiving damage. I can destroy game objects in the scene with Photon View, but I can't destroy the other clients player. Ive been over a week trying to fix this. Please help.
So this is the Script:

using UnityEngine;
using System.Collections;
using Photon.Pun;

public class Shooting : MonoBehaviour
{

public int gunDamage = 1; // Set the number of hitpoints that this gun will take away from shot objects with a health script
public float fireRate = 0.25f; // Number in seconds which controls how often the player can fire
public float weaponRange = 50f; // Distance in Unity units over which the player can fire
public float hitForce = 100f; // Amount of force which will be added to objects with a rigidbody shot by the player
public Transform gunEnd; // Holds a reference to the gun end object, marking the muzzle location of the gun

private Camera fpsCam; // Holds a reference to the first person camera
private WaitForSeconds shotDuration = new WaitForSeconds(0.07f); // WaitForSeconds object used by our ShotEffect coroutine, determines time laser line will remain visible
private AudioSource gunAudio; // Reference to the audio source which will play our shooting sound effect
private LineRenderer laserLine; // Reference to the LineRenderer component which will display our laserline
private float nextFire; // Float to store the time the player will be allowed to fire again, after firing
public PhotonView PV;

void Start()
{
PV = GetComponent();
// Get and store a reference to our LineRenderer component
laserLine = GetComponent();

// Get and store a reference to our AudioSource component
gunAudio = GetComponent();

// Get and store a reference to our Camera by searching this GameObject and its parents
fpsCam = GetComponentInParent();
}


void Update()
{
// Check if the player has pressed the fire button and if enough time has elapsed since they last fired
if (Input.GetButtonDown("Fire1") && Time.time > nextFire && PV.IsMine)
{


PV.RPC("Damage", RpcTarget.AllBuffered);
// Update the time when our player can fire next
nextFire = Time.time + fireRate;

// Start our ShotEffect coroutine to turn our laser line on and off
StartCoroutine(ShotEffect());

// Create a vector at the center of our camera's viewport
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));

// Declare a raycast hit to store information about what our raycast has hit
RaycastHit hit;

// Set the start position for our visual effect for our laser to the position of gunEnd
laserLine.SetPosition(0, gunEnd.position);

// Check if our raycast has hit anything
if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
// Set the end position for our laser line
laserLine.SetPosition(1, hit.point);

// Get a reference to a health script attached to the collider we hit


// If there was a health script attached

// Check if the object we hit has a rigidbody attached
if (hit.rigidbody != null)
{
// Add force to the rigidbody we hit, in the direction from which it was hit
hit.rigidbody.AddForce(-hit.normal * hitForce);
}
}
else
{
// If we did not hit anything, set the end of the line to a position directly in front of the camera at the distance of weaponRange
laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange));
}
}
}


private IEnumerator ShotEffect()
{
// Play the shooting sound effect
gunAudio.Play();

// Turn on our line renderer
laserLine.enabled = true;

//Wait for .07 seconds
yield return shotDuration;

// Deactivate our line renderer after waiting
laserLine.enabled = false;
}
[PunRPC]
public void Damage()
{
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));
RaycastHit hit;
if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
PhotonNetwork.Destroy(hit.transform.gameObject.GetComponent());
Debug.Log("Player Died");
}
}

}