Datablock type is normal, as in
datablock AudioProfile(bigrichardSound)
{
filename = "./bigrichard.wav";
description = AudioClose3d;
preload = true;
};
The important thing is using it.
serverplay2d(bigrichardSound);
Tried this already. Unfortunately, that plays the 2d sound serverwide, which is not what I want. This is identical to:
datablock AudioProfile(bigrichardSound)
{
filename = "./bigrichard.wav";
description = Audio2d;
preload = true;
};Anyways, maybe some people may be confused by the way I worded it. Here is a more simplified manner:

This image was taken from the Fallout 3 GECK, which handles audio in a similar manner to what I want.
Attack Sound (2d) is the audio file played ONLY to the wielder of the weapon, so in blockland's case, whichever client fired the gun in the first place. When they fire, only that ONE client will hear the 2d audio.
Attack Sound (3d) is the audio file played to EVERY CLIENT in range. Basically
AudioClosest3d. This will also be played to the client that fired the gun. I don't mind this.
Attack Sound (DIST) is some random bullstuff I don't care about. Ignore that.
So far, I've tried every solution mentioned above to no avail. They either play the 2d sound serverwide so everybody can hear it regardless of their range, or it doesn't play at all. If there really is no way to have correct 2d sound, i'll just forget about this and lock the topic. I understand that Weapons are server-sided mods, so I won't be surprised if it doesn't work, but thank you anybody who tried to help.