Fix opponent gauge and get rid of errors when in a ship on the ground
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		@@ -176,18 +176,18 @@ function lotj.infoPanel.createOpponentStats(container)
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  opponentGauge:setFontSize("12")
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  local function update()
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    local opponentName = string.gsub(gmcp.Char.Enemy.name or "", "&.", "")
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    -- Opponent name seems to always be empty string even when fighting, so fall back to something reasonable
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    if not gmcp.Char.Enemy.name then
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      opponentGauge:setValue(0, 1, "Not fighting")
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      return
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    end
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    local opponentName = string.gsub(gmcp.Char.Enemy.name, "&.", "")
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    if opponentName == "" then
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      opponentName = "Current target"
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    end
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    local opponentHealth = gmcp.Char.Enemy.Percent
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    local opponentHealth = gmcp.Char.Enemy.percent
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    local opponentHealthMax = 100
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    if opponentHealth ~= nil then
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      opponentGauge:setValue(opponentHealth, opponentHealthMax, opponentName.."<br>"..opponentHealth.."%")
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    else
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      opponentGauge:setValue(0, 1, "Not fighting")
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    end
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    opponentGauge:setValue(opponentHealth, opponentHealthMax, opponentName.."<br>"..opponentHealth.."%")
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  end
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  lotj.setup.registerEventHandler("gmcp.Char.Enemy", update)
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end
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@@ -112,8 +112,7 @@ function lotj.systemMap.drawMap()
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    elem:hide()
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  end
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  -- We use ship max speed as a proxy for "do we have ship data at all"
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  if not gmcp.Ship or not gmcp.Ship.Info or gmcp.Ship.Info.maxSpeed == nil then
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  if not gmcp.Ship or not gmcp.Ship.Info or gmcp.Ship.Info.posX == nil then
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    return
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  end
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