Trapper rework

- Start with and hold 6 traps basekit

- Free to reset and move them around

- Healthy survivors become injured when caught in a trap

- Injured survivors caught in a trap become hindered to 3.5 m/s after getting out of the trap for the next 15 seconds

- No trap release rng, 9 seconds to get out alone, 2 seconds if helped by a teammate (if Trapper is within 40 meters, he should be able to catch the survivor getting out of the trap by themselves)

- Using the secondary power button (default key CTRL) you can recall a trap remotely, with a 10 second cooldown after each recall

- If a survivor is caught in a trap recalling the trap will release them in whatever health state the trap would leave them if they got out normally

-Traps hitbox includes the hinges as well, mostly eliminating situations where a survivor squeezes by a trap, while Trapper gets caught in it, making them more dangerous

-While carrying survivors Trapper has basekit Makeshift Wrap (you don't get caught in your traps anymore, but you also deactivate them at the same time), however he can still get caught up in them otherwise, if not using the add-on to gain full immunity to his traps

Add-ons

- Makeshift Wrap – Same effect (partially basekit - while carrying survivors)

- Bloody Coil – Survivors who disarm a trap, or help a teammate/themselves out of a trap, become exposed for 20 seconds

- Trapper Bag – Removed – No need for extra traps now that he has 6 that he can also recall remotely

- Trapper Sack – Removed – Already basekit with less traps and no restrictions on trap placement

- Honing Stone – Removed – Survivor getting punished by immediately being downed for escaping by themselves was already borderline busted before and would definitely be unfair now

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