// In MP, other clients need accurate information about your player or else bugs happen.
 // clientClone, SyncPlayer, and SendClientChanges, ensure that information is correct.
 // We only need to do this for data that is changed by code not executed by all clients,
 // or data that needs to be shared while joining a world.
 // For example, friendPet doesn't need to be synced because all clients know that the player is wearing the friendPet item in an equipment slot.
 // The friendPet bool is set for that player on every clients computer independently (via the Buff.Update), keeping that data in sync.
 // ExampleLifeFruits, however might be out of sync. For example, when joining a server, we need to share the exampleLifeFruits variable with all other clients.
 public override void clientClone(ModPlayer clientClone)
 {
     HeylookamodPlayer clone = clientClone as HeylookamodPlayer;
     // Here we would make a backup clone of values that are only correct on the local players Player instance.
     // Some examples would be RPG stats from a GUI, Hotkey states, and Extra Item Slots
     // clone.someLocalVariable = someLocalVariable;
 }
        public override void CopyCustomBiomesTo(Player other)
        {
            HeylookamodPlayer modOther = other.GetModPlayer <HeylookamodPlayer>();

            modOther.Overgrowth = Overgrowth;
        }
        public override bool CustomBiomesMatch(Player other)
        {
            HeylookamodPlayer modOther = other.GetModPlayer <HeylookamodPlayer>();

            return(Overgrowth == modOther.Overgrowth);
        }