// hack to temporarily un-flag buffs as pet type to prevent vanilla removal code from running
        // depending on how many open combat pet slots the player has
        public override bool CanUseItem(Player player)
        {
            LeveledCombatPetModPlayer petPlayer = player.GetModPlayer <LeveledCombatPetModPlayer>();

            petPlayer.TemporarilyUnflagPetBuff(Item.buffType);
            return(base.CanUseItem(player));
        }
        public override void ModifyTooltips(List <TooltipLine> tooltips)
        {
            tooltips.Add(new TooltipLine(mod, "CombatPetDescription",
                                         "This pet's fighting spirit has been awakened!\n" +
                                         "It can be powered up by holding a Combat Pet Emblem.")
            {
                overrideColor = Color.LimeGreen
            });


            LeveledCombatPetModPlayer player = Main.player[Main.myPlayer].GetModPlayer <LeveledCombatPetModPlayer>();

            if (AttackPatternUpdateTier == 0)
            {
                return;
            }
            else if (AttackPatternUpdateTier > player.PetLevel)
            {
                tooltips.Add(new TooltipLine(mod, "CombatPetNotLeveledUp",
                                             "This pet will gain a stronger attack pattern if you hold a\n" +
                                             CombatPetLevelTable.PetLevelTable[AttackPatternUpdateTier].Description +
                                             " Combat Pet Emblem or stronger!")
                {
                    overrideColor = Color.Gray
                });
            }
            else
            {
                tooltips.Add(new TooltipLine(mod, "CombatPetLeveledUp",
                                             "Your emblem enables this pet's stronger attack pattern!")
                {
                    overrideColor = Color.LimeGreen
                });
            }
        }
        // hack to temporarily un-flag buffs as pet type to prevent vanilla removal code from running
        // depending on how many open combat pet slots the player has
        public static bool CanUseItem(Player player, Item item)
        {
            LeveledCombatPetModPlayer petPlayer = player.GetModPlayer <LeveledCombatPetModPlayer>();

            petPlayer.TemporarilyUnflagPetBuff(item.buffType);
            return(true);
        }
 public PlayerCombatPetLevelInfo(LeveledCombatPetModPlayer player)
 {
     Player = player;
 }