cmss13-devs / cmss13-devs/cmss13

Scouts can throw grenades while cloaked

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Description

## Testmerges
#8959: 'Speech bubble update' by Blundir at commit 42361441ef
#7703: 'Hivelord Strain: Designer [Ver. 0.7]' by Venuska1117 at commit 7a219954d2
#9034: 'lurker rework, Pounce changes, invis decreased on pounce/damage' by private-tristan at commit 1d19e5a4bb
#8963: 'Ports tacmap port from PVE' by Git-Nivrak at commit bbb5c4c7d6
#9040: 'New In_hands and On_mobs (IDs, Backpacks, Belts, Swords and Knives)' by LC4492 at commit da5820b1c6
#9144: 'disables cade building after alamo smacks into almayer (HIJACK)' by psyendrocronologicalwarfare at commit 75f04f9f8f
#9151: 'fixes the orbit menu when someone's not wearing an id' by hry-gh at commit 1337b4e7e8

## Round ID
27511

## Description of the bug
Scouts are generally unable to use grenades while cloaked as what seems to be a balancing feature, however, they are still able to throw things while cloaked to ensure tools like throwing knives are still usable.

The actual thing that stops the use of grenades appears to be priming them, as Scouts can still throw both unprimed and primed grenades, only being unable to prime it themselves.

## What's the difference with what should have happened?
It feels like a Scout shouldn't be able to decloak, prime, recloak, and then throw a grenade under cloak to stun a xeno while they wait out the decloak fire timer for an easy kill. Scouts should be unable to touch primed grenades while cloaked.

## How do we reproduce this bug?
1) Kill a Scout, read a thick booklet of paper, put on their gear.
2) Ensure you are uncloaked
3) Prime a grenade
4) Cloak
5) Step near something you want to never see it coming and throw
6) Profit?

## Attached logs
```
There are apparently no logs on cloaking at all, but during Round 27511 is when I observed the cloaking nade tosser phenomenon.
```

## Additional details
- Author: DrAmazing343
- Admin: NessiePendragon
- Note: None

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