Interface NMSOutEntityStatus
This interface provides access to Minecraft's entity status packet, which is sent from the server to clients to notify them of state changes or events related to specific entities. Entity status packets are used to trigger visual or audio effects on the client side without requiring full entity updates.
The status packet contains an entity ID and a status byte that represents various entity states or events. Common status values include death animations, damage effects, potion effects, or other entity-specific events that need to be synchronized with the client.
Status values vary by entity type and Minecraft version, but some common examples include:
- Status 2: Entity hurt/damage animation
- Status 3: Entity death animation
- Status 6-9: Wolf states (angry, sitting, etc.)
- Status 10: Sheep eating grass
- Status 18: Rabbit jumping
Example usage:
// Read entity status from a packet
int entityId = statusPacket.getEntityID();
byte status = statusPacket.getStatus();
// Handle specific status events
if (status == 3) {
// Entity death animation
handleEntityDeath(entityId);
}
-
Method Summary
Modifier and TypeMethodDescriptionint
Retrieves the ID of the entity this status update applies to.byte
Retrieves the status byte indicating the type of entity event or state.
-
Method Details
-
getEntityID
int getEntityID()Retrieves the ID of the entity this status update applies to.This method returns the unique identifier of the entity that is experiencing the status change. The entity ID corresponds to the same identifier used when the entity was spawned and is tracked by the client for entity management.
- Returns:
- the entity ID for this status update
-
getStatus
byte getStatus()Retrieves the status byte indicating the type of entity event or state.This method returns a byte value that represents the specific status or event that occurred for the entity. The meaning of status values varies by entity type and Minecraft version, but they typically correspond to visual effects, animations, or state changes.
Common status values include damage effects, death animations, entity-specific behaviors, and other events that need to be synchronized between server and client.
- Returns:
- the status byte representing the entity event or state
-