RPC projectile error with my plugin

whenever this snippet of code is ran an RPC projectile error is generated, help?

        object OnPlayerDeath(BasePlayer player, HitInfo info)
        {   if (player == null) return false;
            EliminatePlayer(player);
            return false;
        }
The error is likely in your EliminatePlayer method.
void EliminatePlayer(BasePlayer player)
        {
            if (isStarted && microplayers.Contains(player))
            {
                Item bnoc = ItemManager.CreateByItemID(-1262185308);
                Item bnoc2 = ItemManager.CreateByItemID(-1266045928);
                if (bnoc == null || bnoc2 == null)
                {

                }
                else
                {
                    player.Kill();
                    player.Respawn();
                    var microspecpos = new Vector3();
                    microspecpos.x = 236.7013f;
                    microspecpos.y = 26.15092f;
                    microspecpos.z = 286.5905f;
                    player.Teleport(microspecpos);
                    player.inventory.containerBelt.SetLocked(false);
                    player.inventory.containerWear.SetLocked(false);
                    foreach (var i in player.inventory.containerMain.itemList)
                    {
                        i.Remove();
                    }
                    foreach (var i in player.inventory.containerBelt.itemList)
                    {
                        i.Remove();
                    }
                    foreach (var i in player.inventory.containerWear.itemList)
                    {
                        i.Remove();
                    }
                    bnoc.MoveToContainer(player.inventory.containerBelt);
                    bnoc2.MoveToContainer(player.inventory.containerWear);
                    player.inventory.containerBelt.SetLocked(true);
                    player.inventory.containerWear.SetLocked(true);
               }


            }

        }
Might just be a matter of timing there. Might want to try a NextTick with Respawn and/or Teleport, as the player may not be fully ready.