About The Pull Request
Timers clamped their waits to >world.tick_lag and rounded it to multiples of the same, but this is invalid for clienttime timers. Clienttime timers have a resolution of one decisecond instead, so we now clamp and round it to that instead. (The stacktrace for negative waits is technically invalid but I didn't care enough to touch it.)
Thanks to LemonInTheDark and MrStonedOne for their help in tracking this issue down.
Why It's Good For The Game
These are effectively zero-wait timers, which can mess up the iteration of the clienttime timer queue by being inserted into the past or current tick's list and causing the head/index to desync, potentially leaving spent timers in the queue or firing them again.