public void Death(int cause)
    {
        if (isGameplay && !godmode)
        {
            StopCapture();
            GameController.instance.PlayerDeath();
            _controller.enabled = false;
            DeathCol.SetActive(true);
            CameraObj.transform.rotation = Quaternion.Euler(CameraObj.GetComponent <Player_MouseLook>().rotation);
            CameraObj.transform.parent   = DeathCol.transform;
            CameraObj.GetComponent <Player_MouseLook>().enabled = false;
            isGameplay = false;
            eyes.color = Color.clear;
            Destroy(handPos);

            overlay.sprite  = null;
            handEquip.color = Color.clear;
            SCP_UI.instance.SNav.SetActive(false);
            SCP_UI.instance.radio.StopRadio();



            switch (cause)
            {
            case 3:
            {
                sfx.PlayOneShot(Deaths[cause]);
                GameController.instance.deathmsg = Localization.GetString("deathStrings", "death_106_stone");
                break;
            }

            case 1:
            {
                sfx.PlayOneShot(Conch[Random.Range(0, Conch.Length)]);
                break;
            }

            default:
            {
                sfx.PlayOneShot(Deaths[cause]);
                break;
            }
            }
        }
    }
    public void FakeDeath(int cause)
    {
        if (isGameplay && !godmode && !noMasterController)
        {
            StopCapture();
            GameController.instance.FakeDeath();
            _controller.enabled = false;
            DeathCol.SetActive(true);
            CameraObj.transform.parent = DeathCol.transform;
            CameraObj.GetComponent <Player_MouseLook>().enabled = false;
            isGameplay = false;
            eyes.color = Color.clear;
            Destroy(handPos);

            overlay.sprite  = null;
            handEquip.color = Color.clear;
            SCP_UI.instance.SNav.SetActive(false);

            switch (cause)
            {
            case 0:
            {
                sfx.PlayOneShot(Deaths[0]);
                break;
            }

            case 1:
            {
                sfx.PlayOneShot(Conch[Random.Range(0, Conch.Length)]);
                break;
            }

            case 2:
            {
                sfx.PlayOneShot(Deaths[1]);
                break;
            }
            }
        }
    }