I would do it slightly differently. I have a direction variable on the bullet class rather than it looking for the player entity and set the direction when it gets cloned based on the current player direction.
This way, the bullet is completely independent of the player so you could use the script to fire enemy bullets or from turrets, etc.
Just think of it as a different way. I personally don’t want to couple the player with the bullet when the bullet script could be used for bullets from enemies, turrets etc.
The issue in your code is that you are using global variables (the yes variable) rather than object scoped ones so all the bullets would go the same direction.
The main reason for this is now the logic for whether the player is facing left or right is in the player script so it can be modified if the player graphics or animation is changed. Which means that the bullet cloner can be left un touched.