    public void translate(AnimatePacket packet, GeyserSession session) {
        // Stop the player sending animations before they have fully spawned into the server
        if (!session.isSpawned()) {
            return;
        }

        switch (packet.getAction()) {
            case SWING_ARM:
                // Delay so entity damage can be processed first
                session.scheduleInEventLoop(() ->
                        session.sendDownstreamPacket(new ClientPlayerSwingArmPacket(Hand.MAIN_HAND)),
                        25,
                        TimeUnit.MILLISECONDS
                );
                break;
            // These two might need to be flipped, but my recommendation is getting moving working first
            case ROW_LEFT:
                // Packet value is a float of how long one has been rowing, so we convert that into a boolean
                session.setSteeringLeft(packet.getRowingTime() > 0.0);
                ClientSteerBoatPacket steerLeftPacket = new ClientSteerBoatPacket(session.isSteeringLeft(), session.isSteeringRight());
                session.sendDownstreamPacket(steerLeftPacket);
                break;
            case ROW_RIGHT:
                session.setSteeringRight(packet.getRowingTime() > 0.0);
                ClientSteerBoatPacket steerRightPacket = new ClientSteerBoatPacket(session.isSteeringLeft(), session.isSteeringRight());
                session.sendDownstreamPacket(steerRightPacket);
                break;
        }
    }
When an actor claims to have a given identity, the software does not prove or insufficiently proves that the claim is correct.