First, let me make one thing clear, I do not want to discourage you or to change your goal. We even seem to share the same long term goal, namely to bring Zandronum up-to-date with ZDoom. What I do want is that you rethink the strategy you have chosen to pursue your goal. With what I suggested, your changes of succeeding are greatly increased. You seem to have a lot of energy and ambitions and I want you to succeed, because then everybody benefits.
First, let me be brutally honest to point out why I think you are going to fail with the file-by-file approach:
Quaker540 wrote:
I'm gonna check this out, but I've one problem; Where have you saved the code for the flags? I can't find it anywhere. I've probably seen it one time or even missed it, but I'm not sure.
This question shows that you are neither sufficiently experienced with ZDoom's inner workings (otherwise you would know the answer) nor sufficiently experienced with programming in a large scale project (otherwise you would find the answer in a minute with your favorite search tool) to go for the file-by-file approach.
Having the blunt part said, you can surely learn everything you need and the revision-by-revision approach combined with fixes of backport problems will help you learn exactly what you need (and helps Zandronum along the way). To get you on track with the fixing part, let me try to answer your question: The flags are declared in one place, but the implementation is not centralized, but scattered all over the source. Do you have a tool at hand that can search through all source files simultaneously? Searching the code for the flag name is the easiest way to find where the implementation is. A quick search reveals that the internal name of BOUNCEONACTORS is BOUNCE_AllActors (seen in thingdef_data.cpp). Further searching for BOUNCE_AllActors shows that P_BounceActor in p_map.cpp is a place to start looking for the problem.
Quaker540 wrote:
What did you mean "non-Doom" logic? Sorry for being so stupid but I really can't understand what your point is.
For instance, all the function pointers introduced by the Heretic, Hexen and Strife classes. Even some Doom mods tend to use them heavily.
Quaker540 wrote:
About their inner workings as you say, I've read multiple times it's code and even saved them in a notepad and then compile. I've even read Doom's source code. I'm not really sure what else do you mean.
For instance, how ZDoom handles the game logic. How the main Doom loop is structured, what thinkers are, what the tickers are, how state jumping works, how actors can travel from map to map, how the platform dependent code interfaces with the non-platform dependent code, and dozens of other things.
Quaker540 wrote:
"Quickly glancing through the server list I see that almost every populated server (except CTF), has some form of mod loaded."
Sure. Skin WADs and Font changers.
Intended or not, this is a huge insult to Zandronum's modding scene as a whole. If this is your true attitude, I doubt that any further discussion will lead to anything.