Dungeon loot: Avoid empty 'if' branch to satisfy lua check

This commit is contained in:
Paramat 2019-03-23 23:16:41 +00:00 committed by sfan5
parent df387e2394
commit 8678265125

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@ -88,20 +88,20 @@ local function populate_chest(pos, rand, dungeontype)
amount = rand:next(loot.count[1], loot.count[2])
end
if itemdef == nil then
-- item doesn't exist, do nothing
elseif itemdef.tool_capabilities then
for n = 1, amount do
local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear}))
if itemdef then
if itemdef.tool_capabilities then
for n = 1, amount do
local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear}))
end
elseif itemdef.stack_max == 1 then
-- not stackable, add separately
for n = 1, amount do
table.insert(items, loot.name)
end
else
table.insert(items, ItemStack({name = loot.name, count = amount}))
end
elseif itemdef.stack_max == 1 then
-- not stackable, add separately
for n = 1, amount do
table.insert(items, loot.name)
end
else
table.insert(items, ItemStack({name = loot.name, count = amount}))
end
end
end