AvatarManager now has a pointer to _myAvatar.  It also inserts _myAvatar into the hash so that the ParticleCollisionSystem will have access to it for collisions.  Since the hash requires a QUuid key, and _myAvatar doesn't actually have one, I just use a bogus MY_AVATAR_KEY (null key).  Some of the "foreach()" loops over all the avatars need to skip the _myAvatar element in the hash.  They do it by comparing the Avatar* with that of _myAvatar.