Okay, I'll take the blame for this one. I never really dug into the source to document the effects of the map thing flags on the various mobj types. Stuff is still mostly just based on 1.09.4 and whatever information was on the specials list for 1.1 that SSNTails posted a while back.
I've gone through it now, and I've found stuff I didn't even know about, like being able to turn diagonal springs by 22.5 degrees, and making pushables "slidy and bouncy".
There's also some stuff I couldn't decipher, so if any of the developers could give a hint? What is the deaf/ambush flag supposed to do on the Robo-Hood and the Sea Egg? Testing proved no difference in behaviour whatsoever, but I may have missed some weird detail. Sea Egg has deaf checked in DSZ3, and there's Robo Hoods with and without deaf in CEZ1 at least, so I have to wonder what's going on in here.
I've also learned that the Multi flag appears to have been silently killed off and should never be used, because its bit has been eaten by the Z offset. SRB2DB doesn't let me get rid the checkbox via the config, though, so I've just inserted a helpful label.
One of the biggest problems of editing these configs is that SRB2DB was made for 1.09.4. The configs only have fields to insert custom deaf [3] and multi [4] labels, because flags 0-2 are supposed to be the difficulty flags. This isn't so anymore, and lots of things use the Object Special for some special effect (Strong Random Respawn on monitors, for instance), but I can't label them as such. Hopefully there will come a time when Oogaland will do some work in updating the program to our current standards.
I'll submit the changes to Rob and get back to you once they're up.
Fixed.
Redownload.