Well, the senario is where i kind of wanted to stop someone from firing at my guys while i'm hidden and decking out. So, rather than do something obvious or simply fixed, jamming a gun would be the best option for me. This would mean that it simply would not feed bullets ect. .
If i attack one thing, it's obvious that i'm attacking it and the rest of the group would have a problem if they are out numbered. The problem with bricking is the sparks flying and flashes of light which are obvious, and the other problem is with a Spoof command, is that ejecting an ammo clip is obvious as well, however i would think that it would be considered under spoof.
Basically, the scenario i'm thinking of is to mark all the smart guns in my 100m radius X times. and all at once jam them so they can't fire at all. The guns still work when i'm done, but that one round where they can't work their guns, even in single shot mode would be such a help. My guess is that it would take a complex action to do this, as well as using some agents after reconfiguring my deck's programs, so all this would be considered about a minute's worth of work before the setup is complete.
So i guess for my preference on how it goes, i would need some agents (i'm not too sure on how agents work btw, too little in the book about them) running after i mark all who have a smart gun, and roll each time for jamming/drop ammo clip Spoofing
So now the question is "How do agents work while hacking?"
Thanks! Hope this helps other people as well, and if anyone can figure out a good way for it to work some other way, just say so.