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
1 changed files with 13 additions and 13 deletions

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@ -88,9 +88,8 @@ local function populate_chest(pos, rand, dungeontype)
amount = rand:next(loot.count[1], loot.count[2]) amount = rand:next(loot.count[1], loot.count[2])
end end
if itemdef == nil then if itemdef then
-- item doesn't exist, do nothing if itemdef.tool_capabilities then
elseif itemdef.tool_capabilities then
for n = 1, amount do for n = 1, amount do
local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear})) table.insert(items, ItemStack({name = loot.name, wear = wear}))
@ -105,6 +104,7 @@ local function populate_chest(pos, rand, dungeontype)
end end
end end
end end
end
-- place items at random places in chest -- place items at random places in chest
local inv = minetest.get_meta(pos):get_inventory() local inv = minetest.get_meta(pos):get_inventory()