Multiplayer FPS bugs 2

When I have two players and I shoot another player with my gun they lose health, but when they die I die and they stay alive, both players get a kill. Here is the code:

        [PunRPC]
        public void DestroySpaceship(int killer)
        {
            Health = 5;
            rb.velocity = Vector3.zero;
            rb.angularVelocity = Vector3.zero;

            //rb.enabled = false;

            controllable = false;
            if(killer == photonView.ViewID)
            {
                Debug.Log("I killed :)");
            }
            if (photonView.IsMine)
            {
                object lives;
                if (PhotonNetwork.LocalPlayer.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
                {
                    PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable {{AsteroidsGame.PLAYER_LIVES, ((int) lives <= 1) ? 0 : ((int) lives - 1)}});
                    StartCoroutine("WaitForRespawn");
                    if (((int) lives) > 1)
                    {
                        StartCoroutine("WaitForRespawn");
                    }
                }
            }
        }

        [PunRPC]
        public void Fire(Vector3 posit,Vector3 rotat, int hitter, PhotonMessageInfo info)
        {
            float lag = (float) (PhotonNetwork.Time - info.SentServerTime);
            RaycastHit hit;
            /** Use this if you want to fire one bullet at a time **/
            Physics.Raycast(posit, rotat, out hit);
            if(hit.collider)
            {
                //" && hitter != photonView.ViewID
                if(hit.collider.tag == "me")
                {
                    Health--;
                    Debug.Log(Health);
                    if(Health <= 0)
                    {
                        photonView.RPC("DestroySpaceship", RpcTarget.AllViaServer, hitter);
                    }
                }
                else if(hit.collider.tag == "Player")
                {
                    Instantiate(blood,hit.point,Quaternion.Euler(-rotat));
                }
                else{
                    Instantiate(impact,hit.point,Quaternion.Euler(-rotat));
                }
            }
        }

There are a couple other bugs that occur after you have killed where you can’t get damaged or something but I haven’t found out what is happening yet so I will see if that is there after this is fixed.

Ok, so I fixed the main issue, but when I kill an enemy both of us die and get a kill. Here is the code:

[PunRPC]
        public void DestroySpaceship(int killer, int killed)
        {
            //rb.enabled = false;
            if(killer == photonView.ViewID)
            {
                Debug.Log("I killed :)");
            }
            if (killed == photonView.ViewID)
            {
                Health = 5;
                controllable = false;
                rb.velocity = Vector3.zero;
                rb.angularVelocity = Vector3.zero;
                object lives;
                if (PhotonNetwork.LocalPlayer.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
                {
                    PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable {{AsteroidsGame.PLAYER_LIVES, ((int) lives <= 1) ? 0 : ((int) lives - 1)}});
                    StartCoroutine("WaitForRespawn");
                    if (((int) lives) > 1)
                    {
                        StartCoroutine("WaitForRespawn");
                    }
                }
            }
        }

        [PunRPC]
        public void Fire(Vector3 posit,Vector3 rotat, int hitter, PhotonMessageInfo info)
        {
            float lag = (float) (PhotonNetwork.Time - info.SentServerTime);
            RaycastHit hit;
            /** Use this if you want to fire one bullet at a time **/
            Physics.Raycast(posit, rotat, out hit);
            if(hit.collider)
            {
                //" && hitter != photonView.ViewID
                if(hit.collider.tag == "me"&& hitter != photonView.ViewID)
                {
                    Health--;
                    Debug.Log(Health);
                    if(Health <= 0)
                    {
                        photonView.RPC("DestroySpaceship", RpcTarget.AllViaServer, hitter,photonView.ViewID);
                    }
                }
                else if(hit.collider.tag == "Player")
                {
                    Instantiate(blood,hit.point,Quaternion.Euler(-rotat));
                }
                else{
                    Instantiate(impact,hit.point,Quaternion.Euler(-rotat));
                }
            }
        }