Okay, thanks for looking into it. It's still cool there is a roundabout way of accessing it.
Don't know why.
Maybe they didn't want Chryssalids (or Cyberdiss) to be able to use weapons or throw grenades? Although if "allowInv" is set to false, then the extra code seems unnecessary. I wonder if it was disabled for terror units back before "allowInv" was a ruleset attribute option, and that line of code was never changed after it was added. It almost seems to defeat the purpose a little bit to have that "allowInv" option that you can change to true, but still not actually let you access the inventory. Although there could be other thoughts behind it for custom units or something that I just don't know.
EDIT: I thought about this some more and I doubt the devs added in this option with the intention that you couldn't use the inventory button for a terror unit, but you could access the inventory through this workout around method. Either they intended for the button to work (optimal given the general consensus here) or didn't intend for you to be able to access it through this workaround; one of them was a mistake so I filed a bug report here:
https://openxcom.org/bugs/openxcom/issues/1330It's a little funny, the original game didn't allow you to access alien inventories at all, but
there was a bug where you could by cycling through your own troops' inventories and it could potentially crash the game. Is it possible this was the devs' giving a shout out to the original? (joking)