We need a way of opening containers that doesn't activate mousetrap assemblies
Created by: 9600bauds
I fixed these things and I regret it. If someone puts an important item (i.e. the nuke disk) in a backpack and jams in a mousetrap-activated grenade/bomb, there's now NO WAY to get the item without activating the mousetrap too. Even if you know for sure there's a mousetrap in there. Needless to say this is pretty damn cheap and can get pretty powergamey, especially with the nukedisk as mentioned. Take the proximity sensor for example, if there's a prox sensor bomb you can disarm it safely by toggling walk. This is fine because you need to know the bomb is there in order to know to walk.
I don't think anyone would disagree when I say there needs to be a way to open the container safely, the real question is, how to add a way to do so without even more retarded verb bloat? One simple solution would be: mousetrap assemblies don't trigger on found if your intent is set to disarm. There's the obvious issue that there's no downside to being in disarm intent when opening a container, but mousetrap assemblies are so rare and intents are used for so many things that I don't really think it's very important.
Another thing to consider: You're supposed to be able to put a mousetrap grenade in your pocket and have it activate when stripped. Currently this is broken and doesn't work when stripping the pocket item directly, only activates when it's dropped via removing the jumpsuit. I'm fixing this in my stripping rewrite coming soon, but the cheapness worries me.