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listen<RenderEvent.UpdateTarget>({ 1 }) { event ->// Higher priority then RotationManager to run before RotationManager modifies mc.crosshairTarget
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mc.crosshairTarget = rotation.rayCast(reach, lerpPos).orMiss // Can't be null (otherwise mc will spam "Null returned as 'hitResult', this shouldn't happen!")
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mc.crosshairTarget = rotation
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.rayCast(reach, lerpPos)
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.orMiss // Can't be null (otherwise mc will spam "Null returned as 'hitResult', this shouldn't happen!")
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