Dungeon loot: Avoid empty 'if' branch to satisfy lua check 2418/head 5.0.1
authorParamat <paramat@users.noreply.github.com>
Sat, 23 Mar 2019 23:16:41 +0000 (23:16 +0000)
committersfan5 <sfan5@live.de>
Sun, 31 Mar 2019 20:26:33 +0000 (22:26 +0200)
mods/dungeon_loot/mapgen.lua

index 4394c5109b8d1873e416461a30741f13f9144679..366d4ce454a14abf6a3a74f6350b4be63854fcbf 100644 (file)
@@ -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