Build independent base gameplay and source-bound native verification
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## Definition fields and limits
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Each `ERR_SiteDefinition` has a unique `Id`, a nonempty `Label` of at most 64 characters, `Kind`, composition `Prefab`, world `Position`, optional guard group and offset, and optional container and offset. `Stock` entries specify a prefab and finite count. Objective-document entries require `TargetId` naming a radio site. `RevealOnEscape` exposes a supply location after prison escape. `DiscoverRadius` permits visual discovery only for optional DEPOT/OUTPOST sites, is bounded to 60 metres, and defaults to zero. Both disclosure mechanisms are rejected on prison/radio/extraction definitions.
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Each `ERR_SiteDefinition` has a unique `Id`, a nonempty `Label` of at most 64 characters, `Kind`, composition `Prefab`, world `Position`, optional guard group and offset, and optional container and offset. `Stock` entries specify a prefab and finite count. Objective-document entries require `TargetId` naming a radio site. `RevealOnEscape` exposes a supply location after prison escape. `DiscoverRadius` defaults to zero. Optional DEPOT/OUTPOST sites permit up to 60 metres; a RADIO site permits up to eight metres for close physical identification if documents were lost. Everon authors an eight-metre radio radius. A current conscious participant with the matching account, roster actor and player faction must approach within the radius, stay within eight metres vertically, and have an unobstructed trace to the station. Identification uses the existing discovery event and works from knowledge 0 or 1 without creating documents. Prison and extraction proximity discovery remain disabled; `RevealOnEscape` remains restricted to optional sites. The extraction marker labels the initial pickup site, not the current moving helicopter.
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`Props` places finite scenery with a prefab, ground-relative offset and angles. There may be at most 12 props per site and 64 overall, with offsets at most 40 metres long. Runtime footprint checks reject obstructed placement rather than clearing existing scenery. Height offsets are applied after terrain sampling. Prop templates must supply appropriate static collision and replication; the service does not construct destruction controllers.
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