I noticed this while building a shot that does not enable until after the first playfield_active, and realized I've actually seen this behavior before. I don't believe shot#persist_enable is working correctly when disabled.
Test failure showing this behavior is here
PR here
Disabled case is here
with a shot config that looks like:
shots:
pe_test_property_disabled:
profile: pe_profile
switch: switch_29
start_enabled: false
persist_enable: false
disable_events: pe_test_disable_all_shots
enable_events: pe_test_enable_all_shots
Given start_enabled=false, persist=false, and a manually-defined enable event, there is no reason this shot should ever be enabled at mode start, or am I missing something?