fix(game): restore the six-way effect target
Implement the flagged object-84 selector and initially inactive type-4 object 149. Choose a different effect from 1-6, render the enabled target from its original active-table rectangle, award its static 500 points, then apply the recovered bonus or cashout action and disable it until reselected. This replaces the final unimplemented help-screen target effect with its original dispatcher values. Test Plan: - `cargo test --all-targets` -- 49 passed - `cargo clippy --all-targets -- -D warnings` -- passed - `cargo build --profile production` -- passed - live object-84 probe activated record 149 and selected effect 3 - effect selection/consumption test -- passed - `git diff --cached --check` -- passed
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@@ -183,3 +183,9 @@ Top type-4 targets activate persistent field records rather than a shared timer:
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Entering active record 153 at `(15,350)` changed `(0,2015)` to `(0,-3039)`
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millipixels per substep in the live original. The field continued pulling upward
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inside its registered bounds and deactivated after the ball exited above them.
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Collision with flagged line 84 selected effect 3 in a live probe, set the
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per-player effect word, and activated type-4 record 149. `1000:c4e1` maps effects
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1-5 to 10,000, 20,000, 50,000, 100,000, and 200,000 bonus; effect 6 transfers
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the accumulated bonus to score. Entering record 149 also awards its static 500,
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clears the selection, and disables the record until line 84 is hit again.
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