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Use `InteractionResult.sidedSuccess` / `.CONSUME` where applicable instead of `.SUCCESS`. This prevents the server from sending an additional swing animation packet to the client. Normally this isn't a problem, since the client will de-duplicate swing packets if they are within the animation duration of the currently playing swing; however, when connected to a server with a high ping the packet is sent after the animation is already finished on the client, resulting in a duplicate animation.