Variables across network latency following client-predictive actions bugs out on reconciliation

I figured out a solution, timestamping, by keeping an up-to-date record of when the player hit swing, I can essentially queue movements to negate most forms of packet loss and high latency. If you want to know how I timestamped it, I just used a simple array of floats, and when the first index falls below or equals the current time, it plays it.