Voodoo doll glitch
The voodoo doll bug is a bug from vanilla doom where dummy players would be spawned which can be used to cause damage to the player it represents. Though the benefits of this glitch are low, there is one very amazing thing it can be used for: it can (and has been) used to implement logic circuits by having a doll placed on a conveyor which crosses over lines. Also it has been used for the "instant suicide effect" featured in tnt.was map30.
Voodoo dolls dont seem to work at all in the current svn release of odamex. The player spawning code for cooperative should try to mimick the code of vanilla, including trying to spawn player instances at every spawn point in coop. Some additional system may need to be implemented to make maps like tnt.wad map30 work completely (die every time you cross the line and telefrag yourself, not only once)
This may not be too hard to fix, I'll consider doing it myself.
PS: for a whiff of how usefull this can be to making complex maps, look at this: http://www.doomworld.com/idgames/index.php?id=14480
This type of setup can be just as powerful as scripting in some cases, as shown in this amazing wad by fraggle
The client/server architecture makes this very, very hard to resolve in multiplayer. If this bug occurs during single player, it would be a lot easier to fix than in multiplayer.
looks like it works in sp
How does Skulltag approach this bug? I'm pretty sure they recently developed a solution to this issue. Must research this.
*** Bug 457 has been marked as a duplicate of this bug. ***
Remove from CC
Skulltag uses rediculously named serverside cvars to control different parts of the implementation.