fix(rules): preserve lock holes when arming effect seven
Record 148 writes player item 20 and its own type-three contact sentinel. It does not clear lock-hole items or contacts 129 through 133; the panel completion path owns that reset. Rust treated record 148 as a wheel-reset sensor and erased all five lock holes immediately. Rename the recovered mechanism to the special/effect-seven hole and preserve existing lock progress when it is captured. Keep its multiball-ready state, contact 2 publication, and later special-respawn suppression unchanged. Test Plan: - `cargo test --workspace --all-targets --all-features` -- 120 passed - `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed - `rumdl check --flavor commonmark RECONSTRUCTION.md CHANGELOG.md` -- passed - `git diff --cached --check` -- passed
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@@ -90,6 +90,9 @@ and this project adheres to
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- Spawn effect-seven ball 2 from record 148 at `(17,23)` with exact
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`(0,3040)` millipixel velocity, instead of launching a guessed second ball
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upward from the shooter lane.
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- Treat record 148 as the special/multiball hole represented by player item 20;
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capturing it preserves all five lock-hole items and contacts instead of
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inventing an immediate wheel reset.
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- Replace invented bumper outline/cooldown effects with the original per-record
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5/20/10 callback countdowns and exact overlay-A render rectangles for bumpers
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51-53 and targets 140-147/150-152.
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