// ============================================================ // FILE: Prefix.cpp // Place at mod root: YALootBoxes/Prefix.cpp // (Tells the engine the include-prefix for this mod's paths) // ============================================================ // Prefix.cpp content: // // YALootBoxes // ============================================================ // FOLDER LAYOUT SUMMARY // ============================================================ // YALootBoxes/ // ├── config.cpp (CfgPatches/CfgMods module bindings + CfgVehicles) // ├── Prefix.cpp // ├── configfiles.readme (reference copies of the four default JSONs) // ├── README.md // ├── tools/ (Collect-YALootBoxesLogs.ps1 debug helper) // └── scripts/ // ├── 4_World/ (-> worldScriptModule) // │ ├── YALootBoxes_Config.c (data classes, loader, logging, defaults) // │ ├── YALootBoxes_Lootbox.c (YALootBoxes_Base entity) // │ ├── YALootBoxes_ActionOpen.c(hold-to-open action + fail effects) // │ └── YALootBoxes_Manager.c (spawn/despawn lifecycle + proximity msgs) // └── 5_Mission/ (-> missionScriptModule) // └── YALootBoxes_MissionServer.c (modded MissionServer; self-starts manager) // // The manager self-starts via the 5_Mission modded MissionServer - // NO init.c edit is required. // // CLASS BINDING: the CfgVehicles crate classes inherit from a shared // "YALootBoxes_Base" config class whose name matches the YALootBoxes_Base // script class; the engine resolves the script type by walking that config // inheritance chain. (The old simulationModule approach did not bind script // classes and has been removed.) // ============================================================