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sticking with the non-rewind version for now, for simplicity's sake. We do want the rewind version at some point for server side knockback, but that's a job for later. For now, using this packet fixes various problems with slightly-incorrect positions and rotations (e.g. AimTP no longer requires you to jump to get the exact correct rotation; previously it would hit the wrong block at long distances due to errors of a fraction of a degree due to the client not sending its position. Note that this might cause some performance degradation since the packet is sent every tick. This has yet to be assessed, but the advantages offered are undeniable in any case.