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fire a extra terseupdate when stopping (like in loosing physics). In some
cases things seem not to stop
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@@ -2401,6 +2401,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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_target_velocity = Vector3.Zero;
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if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
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m_vehicle.Stop();
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_zeroFlag = false;
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base.RequestPhysicsterseUpdate();
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}
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if (Body != IntPtr.Zero)
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