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