public override void DrawArmorColor(Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor)
 {
     if (Main.gameMenu || !((PlayerChanges)drawPlayer.GetModPlayer(mod, "PlayerChanges")).chameleonMode)
     {
         color = new Color(43, 163, 80);
     }
     else
     {
         biome.player = drawPlayer;
         biome.UpdateInfos();
         color = biome.color;
     }
 }
 public override void ArmorArmGlowMask(Player drawPlayer, float shadow, ref int glowMask, ref Color color)
 {
     if (Main.gameMenu)
     {
         color = new Color(43, 163, 80);
     }
     else
     {
         BiomeInformations biome = new BiomeInformations();
         biome.player = drawPlayer;
         biome.UpdateInfos();
         color = biome.color;
     }
 }
 public override void DrawEffects(PlayerDrawInfo drawInfo, ref float r, ref float g, ref float b, ref float a, ref bool fullBright)
 {
     if (chameleonMode)
     {
         BiomeInformations biome = new BiomeInformations();
         biome.player = player;
         biome.UpdateInfos();
         if (biome.name == "Sky")
         {
             a = 180;
         }
     }
     if (virus)
     {
         if (Main.rand.Next(4) == 0 && drawInfo.shadow == 0f)
         {
             int dust = Dust.NewDust(drawInfo.position + new Vector2(Main.rand.Next(-6, 7), 10f), player.width + 4, player.height + 4, mod.DustType("Neon"), player.velocity.X, player.velocity.Y, 100, default(Color), 0.75f);
             Main.dust[dust].velocity.Y += 3f;
             Main.playerDrawDust.Add(dust);
         }
         fullBright = true;
     }
     if (stockedTeleports > 0)
     {
         stTick += 0.005f;
         if (stTick > 1f)
         {
             stTick = 0f;
         }
         float   num1007   = stTick * 6.28318548f;
         int     dust      = Dust.NewDust(drawInfo.position, player.width + 4, player.height + 4, 64, player.velocity.X, player.velocity.Y, 100, default(Color), (float)(1f + stockedTeleports / 3f));
         Vector2 vector123 = Main.dust[dust].velocity;
         Main.dust[dust].position = player.Center;
         vector123.Normalize();
         vector123 *= 30f;
         vector123  = vector123.RotatedBy((double)num1007, default(Vector2));
         Main.dust[dust].velocity.X = 0f;
         Main.dust[dust].velocity.Y = 0f;
         Main.dust[dust].noGravity  = true;
         Main.dust[dust].position  += vector123;
         Main.dust[dust].fadeIn     = 0.001f;
         Main.dust[dust].shader     = GameShaders.Armor.GetSecondaryShader(player.dye[1].dye, player);
         Main.playerDrawDust.Add(dust);
         fullBright = true;
     }
 }