case "Hide Indian Treasure Random":
//First decide which of the area's we are going to take
//We take the highest of the y values so it's always above ground
switch(rand(0))
{
case 0:
x1 = -9.0952; y1 = 0.0201; z1 = 44.266;
x2 = -13.324; y2 = -0.38841; z2 = 70.357;
GetRandom3DPosInRange(x1, x2, y1, y1, z1, z2, &x, &y, &z)
break;
case 1:
x1 = -6.3867; y1 = 0.42929; z1 = 69.24;
x2 = 18.156; y2 = 2.0086; z2 = 73.173;
GetRandom3DPosInRange(x1, x2, y2, y2, z1, z2, &x, &y, &z)
break;
case 2:
x1 = 14.305; y1 = 1.968; z1 = 70.127;
x2 = 15.786; y2 = 0.94652; z2 = 43.087;
GetRandom3DPosInRange(x1, x2, y1, y1, z1, z2, &x, &y, &z)
break;
case 3:
x1 = 13.236; y1 = 1.419; z1 = 50.838;
x2 = -1.2856; y2 = 0.0201; z2 = 44.577;
GetRandom3DPosInRange(x1, x2, y1, y1, z1, z2, &x, &y, &z)
break;
}
HideTreasureAtLocation("Greenford_suburb", x, y, z, "Minersspade", "Open Indian Treasure");
AddItemToTreasureAtLocation("Greenford_suburb", "vegetal", 10);
if (ENABLE_AMMOMOD) AddItemToTreasureAtLocation("Greenford_suburb", "quiver", 1);//won't get if ammo off?
AddItemToTreasureAtLocation("Greenford_suburb", "meds3", 1);//PW med3 rather than curare (so ammo mod off covered)
AddItemToTreasureAtLocation("Greenford_suburb", "indian14", 1);
break;
case "Hide Indian Treasure":
x = 17.455; y=2.0268; z=72.565;
HideTreasureAtLocation("Greenford_suburb", x, y, z, "Minersspade", "Open Indian Treasure");
AddItemToTreasureAtLocation("Greenford_suburb", "vegetal", 10);
if (ENABLE_AMMOMOD) AddItemToTreasureAtLocation("Greenford_suburb", "quiver", 1);
AddItemToTreasureAtLocation("Greenford_suburb", "meds3", 1);//PW med3 rather than curare (so ammo mod off covered)
AddItemToTreasureAtLocation("Greenford_suburb", "indian14", 1);
break;