- Renamed code prefix LB_ -> YALB_ across all four script files - Renamed source files LootboxSpawner_*.c -> YALootBoxes_*.c - Deleted three empty 0-byte stub files (_BoxTypes/_LootLists/_SpawnLocations) - Fixed folder case scripts/4_world -> scripts/4_World to match config.cpp - Verified box_types.json className values match CfgVehicles class names Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
37 lines
No EOL
1.4 KiB
C++
37 lines
No EOL
1.4 KiB
C++
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// ============================================================
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// FILE: Prefix.cpp
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// Place at mod root: YALootBoxes/Prefix.cpp
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// (Tells the engine the include-prefix for this mod's paths)
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// ============================================================
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// Prefix.cpp content:
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//
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// YALootBoxes
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// ============================================================
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// FOLDER LAYOUT SUMMARY
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// ============================================================
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// YALootBoxes/
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// ├── config.cpp
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// ├── Prefix.cpp
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// └── scripts/
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// └── 4_World/
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// ├── YALootBoxes_Config.c
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// ├── YALootBoxes_Lootbox.c
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// ├── YALootBoxes_ActionOpen.c
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// └── YALootBoxes_Manager.c
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//
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// Server mission init.c needs the small hook shown at the
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// bottom of YALootBoxes_Manager.c.
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//
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// IMPORTANT NOTE ON simulationModule / class binding:
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// DayZ's Enforce Script binds a .c class to a cfgVehicles entry
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// either by the entry's class name matching the script class
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// name directly, OR via simulationModule for non-standard cases.
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// For most setups, simply naming the cfgVehicles class identically
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// to your Enforce Script class (as done above: e.g.
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// "YALootBoxes_Crate_Military") is what actually binds them -
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// if your DayZ Server/SDK version doesn't honor simulationModule,
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// delete that line; the name match alone is sufficient.
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// ============================================================
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