I've been working on a weapon that uses the various bounce states to have different impact effects based on what surfaces and actors etc. it hits. This works perfectly, except for one major problem; a bouncing projectile that strikes the top of a monster's hitbox will not go to any bounce state, and will also do no damage. So shooting enemies from above causes your shots to harmlessly ricochet off their heads into the distance.
I've got a test wad put together here that shows off the effect. Give all weapons, go above an enemy with the test chaingun and your shots will bounce off.
Also of note is that the killing shot on a bleeding actor calls Bounce.Actor instead of Bounce.Actor.Creature, not sure if intended or not. Thought I'd mention it.