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Fixes #18125
I kind of fixed this a while back but then forgot about it.
The problem was with how the reach ring gets applied on world load. It gets applied in onWornTick and adds the hash of the player to the ring. On a server this was fine because the data is not shared. In singleplayer the server part sets the hash first and when the client checks it it finds the player hash already set so it does not apply it.
Idk if this is the best way to fix it but it works :)