rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to match existing DestroyOdeStructures()
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			@ -542,16 +542,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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        }
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        /// <summary>
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        /// This creates the Avatar's physical Surrogate at the position supplied
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        /// This creates the Avatar's physical Surrogate in ODE at the position supplied
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        /// </summary>
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        /// <remarks>
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        /// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
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        /// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
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        /// place that is safe to call this routine AvatarGeomAndBodyCreation.
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        /// </remarks>
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        /// <param name="npositionX"></param>
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        /// <param name="npositionY"></param>
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        /// <param name="npositionZ"></param>
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        // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
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        // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only 
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        // place that is safe to call this routine AvatarGeomAndBodyCreation.
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        private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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        /// <param name="tensor"></param>
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        private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
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        {
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            int dAMotorEuler = 1;
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//            _parent_scene.waitForSpaceUnlock(_parent_scene.space);
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			@ -1268,7 +1270,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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                            + (Amotor!=IntPtr.Zero ? "Amotor ":""));
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                    }
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                    AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
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                    CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
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                    _parent_scene.AddCharacter(this);
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                }
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                else
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			@ -1296,7 +1298,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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                    float prevCapsule = CAPSULE_LENGTH;
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                    CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
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                    AvatarGeomAndBodyCreation(
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                    CreateOdeStructures(
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                        _position.X,
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                        _position.Y,
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                        _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
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