Shell should not impat shots.
Not to sound like a broken record, but I will need a sim to track this down. From an inspection of the code, I can't see a case where this would happen.
What you might be seeing is a display bug I thought I fixed a long time ago where a fast moving shot travels far into the bot in the cycle. I.e. if your zoomed in a ways and a fast moving shot begins the cycle just outside a small bot, it will travel a ways into that bot in that cycle and get displayed a ways inside or even on the other side of the bot. The hit should be detected back at the edge and that is where the impact dot should be displayed and the shot shoudl disappear the next cycle, but it may look like the shot travels through the bot in some cases.