It is currently possible to tunnel through other player's
walls at the last turn they made. ( with current CVS from
the trunk, the bug is in eGameObject.cpp 1.10 )
To reproduce, drive along someone else's trail when
they are driving straight for a long time. When the other
player turns towards you, you turn in the opposite
direction towards his trail at the last possible moment. If
you hit the last trail segment within its last 2% or so, you
have a chance of tunneling through it.
Well, actually you don't tunnel, you move around it, the
new more tolerant object movement code allows such
things. The problem is that the wall segment that is
currently coming out of the other cycle is not yet
registered in the data structures that absolutely make
sure you don't tunnel.
The bug is already fixed in b0_2_7_1, but a better
solution that that is desirable.