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Dungeon loot: Avoid empty 'if' branch to satisfy lua check
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paramat committed Mar 23, 2019
1 parent e3cd961 commit 8b5e0a9
Showing 1 changed file with 13 additions and 13 deletions.
26 changes: 13 additions & 13 deletions mods/dungeon_loot/mapgen.lua
Expand Up @@ -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}))
end
elseif itemdef.stack_max == 1 then
-- not stackable, add separately
for n = 1, amount do
table.insert(items, loot.name)
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
else
table.insert(items, ItemStack({name = loot.name, count = amount}))
end
end
end
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