It can't be exploited, it's just a rendering artefact on the client.

I've been poking TF2 a little more and have spotted some oddities:

* Rockets don't get a model, on the client, until a set period of time 
has passed. Before this only the glow effect is visible. I think the 
idea is to mask the spawn pause as the rocket flaring in the launcher 
before it starts forward.
* Grenades and Huntsman arrows aren't interpolated. Instead they spawn 
behind the player at a distance determined by interp time with 
collisions disabled, so that they pass through the barrel at the correct 
moment. This avoids the spawn pause but looks bizarre with high lerp.

That Valve could only hack around the problem doesn't fill me with 
confidence that there's a good solution to it.

Nick wrote:
> Can you offer video/pictures to demonstrate how this bug effects all
> valve games?
>
> Or any way for a player to replicate or exploit it? Thus you make it
> both easier and more likely valve will look into this problem and fix
> it.
>
> On Tue, Sep 1, 2009 at 2:02 AM, James Gray<ja...@interwavestudios.com> wrote:
>   
>> One possibility is to override ShouldDraw() and enforce the
>> appropriate conditions.
>>
>>
>>
>> On Aug 30, 2009, at 9:05 AM, Tom Edwards <t_edwa...@btinternet.com>
>> wrote:
>>
>>     
>>> I want to bring up the issue of projectiles hanging in the air for a
>>> moment after spawning again. The last time it was discussed the
>>> solution
>>> given was to predict:
>>>
>>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
>>>
>>> This is a bad idea though, because it causes the projectile to
>>> materialise several feet in front of the firer on observers' computers
>>> (contrary to what Tony said at the time, TF2 does NOT predict
>>> rockets/grenades).
>>>
>>> The problem is that the projectile is spawned as soon as the client
>>> receives it, irrespective of interpolation, and then (correctly) does
>>> not start to move until interp catches up. You can change the length
>>> of
>>> the delay by increasing the interp period; decreasing host_timescale
>>> makes spotting the difference easier.
>>>
>>> I've run tests and discovered that /all/ of Valve's games are affected
>>> by this issue, including TF2. I've not compiled the SDK template game
>>> but I expect it also suffers.
>>>
>>> The solution is clear: prevent the projectile's clientside
>>> representation from spawning until the interpolated world is ready.
>>> Anyone know how to do that?
>>>
>>>
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>>>
>>>       
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>>
>>     
>
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>   


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