YALootBoxes/Prefix.cpp
smthspec 354dfe34d5 Phase 1: rename audit complete (LootboxSpawner -> YALootBoxes)
- 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>
2026-06-19 21:27:38 +03:00

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// ============================================================
// 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.
// ============================================================