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fix: skip injecting a backwards sample into projectiles
i know this is Valve's way to fix a theoretical visual bug and smooth out over interp for projectile spawning. however, players were setting their interp to dangerously low values because they got the impression that their projectiles were delayed by interp. in testing, I couldn't really find much benefit to adding the history at higher interps like the max of 0.5 and it was a negligible difference at 0.1 and lower.
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