I'm sorry but I can't fix that.
I CAN - I worked out what was wrong
You broke something. And you didn't do what I said to do. :-)
I broke nothing, and what I did is based on a method you suggested in the original dynamic collision thread.
I notice you put some new code in DCO_Update.
I did, but the code I added was not specific to the friction command, all it does is store the amount of rotation of the dco. It affects nothing else and saves adding another for next loop in the friction function.
So does anyone want to know how I fixed it... lol ?
If it sounds complicated, it is
Not really. All I did was change a single line of code.
What got me stumped was why the rotation mattered, the src entity is a sphere regardless of its rotation so why should its angle mess things up.
At first I thought it was the collision normals that were being read wrong because of the different angles... but nope, that doesn't matter. The normal is the normal of the mesh to the sphere which won't change. Below that, though, is the command
moveentity c\src_ent... blah de blah
Of course, rotate the entity and its going to move in the direction the entity is facing rather than move in world coords (as required). Change the command to 'TranslateEntity' and everything works fine.