How to stop a remove event?

Hello Roblox Developers,

–Introduction–
I have this glove that when you press E, it shoots out a ball that kills you. After the ball shoots, you have to wait 60 seconds for it to work again. There is a gui called CountdownGui that tells how much time is left.

–Problem–
I’m using a remote event to make the ball appear and shoot. When the player dies, and the remote event is still firing, the CountdownGui glitches, and it just breaks the glove. I tried using removeevent:Disconnect() but it doesn’t work.

How would I be able to stop the remove event when the player dies?

Remote Script:

game.ReplicatedStorage.GodAbility.OnServerEvent:Connect(function(plr, player)
	player.Character.God.PunchAnimationScript.Disabled = true
	player.PlayerGui.AbilityGUI.Enabled = true
	local GAC = game.ServerStorage.GodAbility:Clone()
	GAC.Parent = workspace:FindFirstChild(player.Name).God
	player.Character.God.SpawnPower.LoopPosition.Disabled = false
	player.Character.Humanoid.WalkSpeed = 0
	local AnimationTrack = player.Character.Humanoid:LoadAnimation(player.Character.God.PowerAnimation)
	AnimationTrack:Play()
	wait(4)
	GAC.CFrame = player.Character.HumanoidRootPart.CFrame
	player.Character.God.SpawnPower.LoopPosition.Disabled = true
	GAC.Move.Disabled = false
	player.Character.Humanoid.WalkSpeed = 16
	GAC.Kill.Disabled = false
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "10"
	wait(1)
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "9"
	wait(1)
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "8"
	wait(1)
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "7"
	wait(1)
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "6"
	wait(1) 
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "5"
	wait(1) 
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "4"
	wait(1) 
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "3"
	wait(1) 
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "2"
	wait(1) 
	player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = "1"
	wait(1) 
	GAC.Move.Disabled = true
	GAC:Destroy()
	game.ReplicatedStorage.CountdownGodAbility:Fire(player)
	player.Character.God.PunchAnimationScript.Disabled = false
end)

game.ReplicatedStorage.CountdownGodAbility.Event:Connect(function(player)
	local countdown = 50
	repeat wait(1)
		player.PlayerGui.AbilityGUI.AbilityMain.AbilityCount.Text = ""..countdown..""
		print(countdown)
		countdown -= 1
	until
	countdown <= -1
	player.PlayerGui.AbilityGUI.Enabled = false
	player.Character.Sweeper.PunchAnimationScriptAbility.Disable.Disabled = true
end)

LocalScript:

local userInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
userInputService.InputBegan:Connect(function(input, gameProcessedEvent)
	if input.UserInputType == Enum.UserInputType.Keyboard then
		if input.KeyCode == Enum.KeyCode.E then -- change the E to any key!
			game.ReplicatedStorage.GodAbility:FireServer(player)
			script.Disabled = true
			wait(61)
			player.PlayerGui.PressEGod.Disabled = false
		end 
	end
end)

Video of problem:

If the countdown gui is a screengui, turn off ResetOnSpawn