public void KillAndRespawn(GameObject player)
 {
     if (player.transform.GetComponent <PhotonView>().InstantiationId == 0)
     {
         // Local offline player
         Destroy(player);
     }
     else
     {
         // Ragdoll is basically graphics, have every player instantiate it locally. Desync in location of the ragdoll is acceptable.
         // We spawn our own ragdoll though, so we can tell the spawn camera to follow the ragdoll
         Vector3 currentPlayerVelocity = player.GetComponent <Rigidbody>().velocity;
         ragdollCtrl.BroadcastRagdoll(player.transform.position, currentPlayerVelocity, player.transform.rotation, UserDefinedConstants.spawnTime);
         activeRagdoll = Instantiate(RagdollController.ragdoll, player.transform.position, player.transform.rotation);
         Destroy(activeRagdoll, UserDefinedConstants.spawnTime + 0.2f); // Give some legroom so the spawn camera can access position of ragdoll while waiting to spawn
         ragdollActive = true;
         activeRagdoll.GetComponent <Rigidbody>().velocity = currentPlayerVelocity;
         respawnTime   = UserDefinedConstants.spawnTime;
         hipsOfRagdoll = RagdollController.GetFollowTransform(activeRagdoll);
         msgCtrl.AppendMessage("U DED");
         msgCtrl.AppendMessage(string.Format("Respawn in {0:f2}", UserDefinedConstants.spawnTime));
         ActivateSpawnCam();
         PhotonNetwork.Destroy(player);
     }
 }