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Let blockinteract.direction check queued packets. Unify loop (visible).
* Add a class to loop the flying queue with a block as target (look only). * Pass the flyingHandle to sub checks (doesn't necessarily make sense with reach - should probably re-check reach with the used flying queue state, but that's more complicated due to the possibility of split pos vs. look). * Use the loop class both for visible and direction (not reach). Likely similar has to be done with BlockPlace and BlockBreak - would be good to find a skipping heuristic for blockbreak.direction etc., so we know we have successfully checked that block from that exact position for this player and nothing has happened between (and so on, or a more relaxed heuristic).
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