// ============================================================ // 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 // ├── Prefix.cpp // └── scripts/ // └── 4_World/ // ├── YALootBoxes_Config.c // ├── YALootBoxes_Lootbox.c // ├── YALootBoxes_ActionOpen.c // └── YALootBoxes_Manager.c // // Server mission init.c needs the small hook shown at the // bottom of YALootBoxes_Manager.c. // // IMPORTANT NOTE ON simulationModule / class binding: // DayZ's Enforce Script binds a .c class to a cfgVehicles entry // either by the entry's class name matching the script class // name directly, OR via simulationModule for non-standard cases. // For most setups, simply naming the cfgVehicles class identically // to your Enforce Script class (as done above: e.g. // "YALootBoxes_Crate_Military") is what actually binds them - // if your DayZ Server/SDK version doesn't honor simulationModule, // delete that line; the name match alone is sufficient. // ============================================================