package org.bukkit; /** * A list of all Effects that can happen to entities. */ public enum EntityEffect { /** * When mobs get hurt. */ HURT((byte) 2), /** * When a mob dies. *

* This will cause client-glitches! */ DEATH((byte) 3), /** * The smoke when taming a wolf fails. *

* Without client-mods this will be ignored if the entity is not a wolf. */ WOLF_SMOKE((byte) 6), /** * The hearts when taming a wolf succeeds. *

* Without client-mods this will be ignored if the entity is not a wolf. */ WOLF_HEARTS((byte) 7), /** * When a wolf shakes (after being wet). *

* Without client-mods this will be ignored if the entity is not a wolf. */ WOLF_SHAKE((byte) 8); private final byte data; EntityEffect(byte data) { this.data = data; } /** * @return The data-value that is sent to the client to play this effect. */ public byte getData() { return data; } }