---
title: Hurt Animation
description: "Play 0x2A, server → client."
---

`play` · `0x2A` · **clientbound** (server → client)

Plays the hurt animation on the entity `entityId`, with `yaw` giving the direction of the damage source. The server sends it when a tracked entity is hit. The client tilts the camera or flashes the entity red toward that direction.

Sent by the server, read by the client. Listen for it with `client.on("HurtAnimation", (data) => …)` on the receiving side.

## Fields

| Field | Type | Notes |
|---|---|---|
| `entityId` | VarInt |  |
| `yaw` | Float | also `hurtAnimation` |

## Send it

```ts
await client.sendPacket("HurtAnimation", {
  entityId: /* VarInt */,
  yaw: /* Float */,
});
```

Field aliases listed under Notes are accepted as alternative keys when writing.

Source: [`src/Core/Versions/776/Packets/play/clientbound/HurtAnimation.ts`](https://github.com/GDLev/mc-protocol/blob/master/src/Core/Versions/776/Packets/play/clientbound/HurtAnimation.ts)
