* 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).
To be done:
* Use yaw and pitch of past packjets for Direction and Reach.
* If block break mathes the last interacted block (+ moving sequence
indicates no change), skip some checks like direction and reach there,
possibly keep track if those were run at all.