ddidderr a394df23e7 fix(multiball): match capture collapse timing
Capture removal and ordinary drains do not clear the original game's shared
multiball flag at the same point. The clone treated both transitions alike,
which could end double scoring before ball two's remaining slot pass or leave
it active after ball two entered a capture hole. It also failed to pause the
returning claw until collapse and to clear the flag on a fifth lock.

Collapse capture-driven multiball state at the next timer callback, retain the
immediate drain behavior, and end the mode explicitly when all five lock
contacts complete. Calculate lock awards from the live contact words so a
second ball still settling in another hole is counted. Stage effect-seven slot
creation until the primary substep batch returns, matching the timer's spawn
request ordering.

The original leaves a multiball capture contact as value 2, so a later single
ball may enter that same wheel slot once more and convert it to the permanent
99 sentinel. This possibly unintended original-game quirk remains for binary
parity.

Test Plan:
- `just test` -- passed (141 game tests and 8 service tests)
- `just clippy` -- passed
- `just build-production` -- passed
- `cargo +nightly fmt --all -- --check` -- passed
- `rumdl check --flavor commonmark CHANGELOG.md` -- passed
- `git diff --cached --check` -- passed
2026-08-31 19:54:10 +02:00
S
Description
No description provided
22 MiB
Languages
C 73.8%
Rust 13.9%
C++ 5.1%
Python 4.1%
Shell 1.4%
Other 1.6%