Issue #22195: Reset issues with ALL trap scripts
After discovering that there are two trap scripts that start an infinite reset loop from their OnReset events (TrapBase and TrapBear, the latter also had additional problems and still has its own ticket therefore), I checked the OnReset events on all trap scripts for errors.
Result: they all do superfluous stuff that does not need to run in an OnReset event, and some of the stuff they are doing fails with an error every single time!
(1) They reset the destruction state of the trap in that event. Though, when this event fires, the cell has reset already and all objects have been reset to the state they had when they were placed in the editor. Unless the trap starts 'broken' (but this is never the case), there is no need for doing this.
(2) They play the 'Reset' animation. This is used to reset the object to its starting state (i.e. the state it has in the editor) and always fails with an error when called from the OnReset event.
(3) All trap scripts that do no extend TrapBase call for another Reset in their OnReset events, i.e. they create infinite reset loops on their own.
Issue (3) leads to several explots, since the grenade and weapon traps that trigger when a tripwire breaks will reset on every reload. This means that you can harvest plenty of xP (from disarming the traps), grenades and leveled weapons without having to fight anyone.
EDIT: List of all affected scripts: