[Orxonox-commit 4601] r9272 - in code/branches/presentation2012merge: data/gui/layouts data/gui/scripts data/levels data/levels/includes data/levels/old data/levels/templates data/overlays src/modules/gametypes src/modules/pickup/items src/modules/towerdefense src/orxonox src/orxonox/controllers src/orxonox/gametypes src/orxonox/infos src/orxonox/interfaces src/orxonox/worldentities src/orxonox/worldentities/pawns

landauf at orxonox.net landauf at orxonox.net
Sun Jun 3 18:05:25 CEST 2012


Author: landauf
Date: 2012-06-03 18:05:24 +0200 (Sun, 03 Jun 2012)
New Revision: 9272

Modified:
   code/branches/presentation2012merge/data/gui/layouts/GUILayout.xsd
   code/branches/presentation2012merge/data/gui/layouts/InGamePickupHUD.layout
   code/branches/presentation2012merge/data/gui/layouts/ShipSelectionMenu.layout
   code/branches/presentation2012merge/data/gui/scripts/ShipSelectionMenu.lua
   code/branches/presentation2012merge/data/gui/scripts/SingleplayerMenu.lua
   code/branches/presentation2012merge/data/levels/Spacerace2.oxw
   code/branches/presentation2012merge/data/levels/SurfaceRacePresentation.oxw
   code/branches/presentation2012merge/data/levels/asteroidField.oxw
   code/branches/presentation2012merge/data/levels/dynamicMatch.oxw
   code/branches/presentation2012merge/data/levels/includes/CuboidSpaceStation.lua
   code/branches/presentation2012merge/data/levels/includes/asteroidField.lua
   code/branches/presentation2012merge/data/levels/includes/weaponSettingsFPS.oxi
   code/branches/presentation2012merge/data/levels/lastManStanding.oxw
   code/branches/presentation2012merge/data/levels/lastTeamStanding.oxw
   code/branches/presentation2012merge/data/levels/old/CuboidSpaceStation.oxw
   code/branches/presentation2012merge/data/levels/presentationFS10Ed.oxw
   code/branches/presentation2012merge/data/levels/presentationHS11.oxw
   code/branches/presentation2012merge/data/levels/surfaceRace.oxw
   code/branches/presentation2012merge/data/levels/templates/FPS.oxt
   code/branches/presentation2012merge/data/levels/templates/tower.oxt
   code/branches/presentation2012merge/data/levels/testStars.oxw
   code/branches/presentation2012merge/data/levels/towerDefense.oxw
   code/branches/presentation2012merge/data/overlays/towerdefenseHUD.oxo
   code/branches/presentation2012merge/src/modules/gametypes/SpaceRaceManager.cc
   code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.cc
   code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.h
   code/branches/presentation2012merge/src/modules/towerdefense/CMakeLists.txt
   code/branches/presentation2012merge/src/modules/towerdefense/TDEnemy.h
   code/branches/presentation2012merge/src/modules/towerdefense/Tower.cc
   code/branches/presentation2012merge/src/modules/towerdefense/Tower.h
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.cc
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.h
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.cc
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.h
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.cc
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.h
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.cc
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.h
   code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePrereqs.h
   code/branches/presentation2012merge/src/orxonox/LevelInfo.h
   code/branches/presentation2012merge/src/orxonox/ShipManager.cc
   code/branches/presentation2012merge/src/orxonox/controllers/FormationController.cc
   code/branches/presentation2012merge/src/orxonox/gametypes/Mission.cc
   code/branches/presentation2012merge/src/orxonox/infos/PlayerInfo.cc
   code/branches/presentation2012merge/src/orxonox/interfaces/RadarViewable.h
   code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.cc
   code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.h
   code/branches/presentation2012merge/src/orxonox/worldentities/pawns/Pawn.cc
   code/branches/presentation2012merge/src/orxonox/worldentities/pawns/SpaceShip.cc
Log:
replaced tabs with spaces (no code changed)

Modified: code/branches/presentation2012merge/data/gui/layouts/GUILayout.xsd
===================================================================
--- code/branches/presentation2012merge/data/gui/layouts/GUILayout.xsd	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/gui/layouts/GUILayout.xsd	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,63 +1,63 @@
 <?xml version="1.0"?>
 <xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema" elementFormDefault="qualified">
 
-	<xsd:element name="GUILayout" type="GUILayoutType"/>
-	
-	<xsd:complexType name="GUILayoutType">
-		<xsd:sequence>
-			<xsd:element name="Window" type="WindowType" />
-		</xsd:sequence>
-		<xsd:attribute name="Parent" type="xsd:string" use="optional" default=""/>
-	</xsd:complexType>
-	
-	<xsd:complexType name="WindowType">
-		<xsd:sequence>
-			<xsd:element name="LayoutImport" type="LayoutImportType"  minOccurs="0" maxOccurs="unbounded" />
-			<xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
-			<xsd:element name="Event" type="EventType"  minOccurs="0" maxOccurs="unbounded" />
-			<xsd:choice minOccurs="0" maxOccurs="unbounded">
-				<xsd:element name="Window" type="WindowType" />
-				<xsd:element name="AutoWindow" type="AutoWindowType" />
-			</xsd:choice>
-			<xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
-		</xsd:sequence>
-		<xsd:attribute name="Type" type="xsd:string" use="required"/>
-		<xsd:attribute name="Name" type="xsd:string" use="optional" default="" />
-	</xsd:complexType>
+    <xsd:element name="GUILayout" type="GUILayoutType"/>
 
-	<xsd:complexType name="AutoWindowType">
-		<xsd:sequence>
-			<xsd:element name="LayoutImport" type="LayoutImportType"  minOccurs="0" maxOccurs="unbounded" />
-			<xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
-			<xsd:element name="Event" type="EventType"  minOccurs="0" maxOccurs="unbounded" />
-			<xsd:choice minOccurs="0" maxOccurs="unbounded">
-				<xsd:element name="Window" type="WindowType" />
-				<xsd:element name="AutoWindow" type="AutoWindowType" />
-			</xsd:choice>
-			<xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
-		</xsd:sequence>
-		<xsd:attribute name="NameSuffix" type="xsd:string" use="required"/>
-	</xsd:complexType>
+    <xsd:complexType name="GUILayoutType">
+        <xsd:sequence>
+            <xsd:element name="Window" type="WindowType" />
+        </xsd:sequence>
+        <xsd:attribute name="Parent" type="xsd:string" use="optional" default=""/>
+    </xsd:complexType>
 
-	<xsd:complexType name="PropertyType">
-		<xsd:simpleContent>
-			<xsd:extension base="xsd:string">
-				<xsd:attribute name="Name" type="xsd:string" use="required"/>
-				<xsd:attribute name="Value" type="xsd:string" use="optional"/>
-			</xsd:extension>
-		</xsd:simpleContent> 
-	</xsd:complexType>
+    <xsd:complexType name="WindowType">
+        <xsd:sequence>
+            <xsd:element name="LayoutImport" type="LayoutImportType"  minOccurs="0" maxOccurs="unbounded" />
+            <xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
+            <xsd:element name="Event" type="EventType"  minOccurs="0" maxOccurs="unbounded" />
+            <xsd:choice minOccurs="0" maxOccurs="unbounded">
+                <xsd:element name="Window" type="WindowType" />
+                <xsd:element name="AutoWindow" type="AutoWindowType" />
+            </xsd:choice>
+            <xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
+        </xsd:sequence>
+        <xsd:attribute name="Type" type="xsd:string" use="required"/>
+        <xsd:attribute name="Name" type="xsd:string" use="optional" default="" />
+    </xsd:complexType>
 
-	<xsd:complexType name="LayoutImportType">
-		<xsd:attribute name="Filename" type="xsd:string" use="required"/>
-		<xsd:attribute name="Prefix" type="xsd:string" use="optional" default="" />
-		<xsd:attribute name="ResourceGroup" type="xsd:string" use="optional"  default="" />
-	</xsd:complexType>
+    <xsd:complexType name="AutoWindowType">
+        <xsd:sequence>
+            <xsd:element name="LayoutImport" type="LayoutImportType"  minOccurs="0" maxOccurs="unbounded" />
+            <xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
+            <xsd:element name="Event" type="EventType"  minOccurs="0" maxOccurs="unbounded" />
+            <xsd:choice minOccurs="0" maxOccurs="unbounded">
+                <xsd:element name="Window" type="WindowType" />
+                <xsd:element name="AutoWindow" type="AutoWindowType" />
+            </xsd:choice>
+            <xsd:element name="Property" type="PropertyType"  minOccurs="0" maxOccurs="unbounded" />
+        </xsd:sequence>
+        <xsd:attribute name="NameSuffix" type="xsd:string" use="required"/>
+    </xsd:complexType>
 
-	<xsd:complexType name="EventType">
-		<xsd:attribute name="Name" type="xsd:string" use="required"/>
-		<xsd:attribute name="Function" type="xsd:string" use="required"/>
-	</xsd:complexType>
+    <xsd:complexType name="PropertyType">
+        <xsd:simpleContent>
+            <xsd:extension base="xsd:string">
+                <xsd:attribute name="Name" type="xsd:string" use="required"/>
+                <xsd:attribute name="Value" type="xsd:string" use="optional"/>
+            </xsd:extension>
+        </xsd:simpleContent>
+    </xsd:complexType>
 
+    <xsd:complexType name="LayoutImportType">
+        <xsd:attribute name="Filename" type="xsd:string" use="required"/>
+        <xsd:attribute name="Prefix" type="xsd:string" use="optional" default="" />
+        <xsd:attribute name="ResourceGroup" type="xsd:string" use="optional"  default="" />
+    </xsd:complexType>
+
+    <xsd:complexType name="EventType">
+        <xsd:attribute name="Name" type="xsd:string" use="required"/>
+        <xsd:attribute name="Function" type="xsd:string" use="required"/>
+    </xsd:complexType>
+
 </xsd:schema>
 

Modified: code/branches/presentation2012merge/data/gui/layouts/InGamePickupHUD.layout
===================================================================
--- code/branches/presentation2012merge/data/gui/layouts/InGamePickupHUD.layout	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/gui/layouts/InGamePickupHUD.layout	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,53 +1,49 @@
 <?xml version="1.0" encoding="UTF-8"?>
 
 <GUILayout>
-	<Window Type="DefaultWindow" Name="orxonox/InGamePickupHUD_RootWindow" >
-		<Property Name="InheritsAlpha" Value="False" />
-		<Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
-		<Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,0},{1,0}}" />
-		<Window Type="TaharezLook/StaticImage" Name="orxonox/InGamePickupHUD_Overview" >
-			<Property Name="Font" Value="BlueHighway-12" />
-			<Property Name="Text" Value="Pickup List" />
-			<Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
-			<Property Name="UnifiedAreaRect" Value="{{0,5},{0.15,0},{0.2,0},{0.45,0}}" />
-			<Property Name="Alpha" Value="0.3" />
-			<!--Event Name="Clicked" Function="InGameMenu.button_return_clicked"/-->
-			<Window Type="TaharezLook/StaticText" Name="orxonox/InGamePickupHUD_PickupTitle" >
-				<Property Name="Alpha" Value="0.8"/>
-				<Property Name="Text" Value="Pickup List" />
-				<Property Name="Font" Value="BlueHighway-10" />
-				<Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
-				<Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,-20},{0,20}}" />
-			</Window>
-			<Window Type="TaharezLook/Button" Name="orxonox/InGamePickupHUD_closeButton" >
-			        <Property Name="Alpha" Value="0.8" />
-				<Property Name="Font" Value="BlueHighway-12" />
-				<Property Name="Text" Value="X" />
-				<Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
-				<Property Name="UnifiedAreaRect" Value="{{1,-20},{0,0},{1,0},{0,20}}" />
-				<!-- alle Grössen / anordnungen angepasst - da überschneidungen von absoluten
-				und relativen Positionsangaben (problematisch bei kleinen auflösungen) -->
-				<Event Name="Clicked" Function="InGamePickupHUD.close_button_clicked"/>
-			</Window>
-			<Window Type="TaharezLook/Listbox" Name="orxonox/InGamePickupHUD_PickupListBox">
-			        <Property Name="Alpha" Value="0.8" />
-				<Property Name="Font" Value="BlueHighway-12" />
-				<Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
-				<Property Name="UnifiedAreaRect" Value="{{0,5},{0,25},{1,-5},{1,-5}}" />	
-				<!--
-				<Window Type="TaharezLook/ListboxItem" Name="orxonox/InGamePickupHUD_TestPickupOne">
-					<Property Name="Alpha" Value="0.8" />
-					<Property Name="Font" Value="BlueHighway-12" />
-					<Property Name="Text" Value="First Pickup" />
-					<Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
-					<Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{0,30},{1,0}}" />	
-				</Window>
-				-->
-			</Window>
-			
-		</Window>
-		
-	
-	</Window>
-	
+    <Window Type="DefaultWindow" Name="orxonox/InGamePickupHUD_RootWindow" >
+        <Property Name="InheritsAlpha" Value="False" />
+        <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
+        <Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,0},{1,0}}" />
+        <Window Type="TaharezLook/StaticImage" Name="orxonox/InGamePickupHUD_Overview" >
+            <Property Name="Font" Value="BlueHighway-12" />
+            <Property Name="Text" Value="Pickup List" />
+            <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
+            <Property Name="UnifiedAreaRect" Value="{{0,5},{0.15,0},{0.2,0},{0.45,0}}" />
+            <Property Name="Alpha" Value="0.3" />
+            <!--Event Name="Clicked" Function="InGameMenu.button_return_clicked"/-->
+            <Window Type="TaharezLook/StaticText" Name="orxonox/InGamePickupHUD_PickupTitle" >
+                <Property Name="Alpha" Value="0.8"/>
+                <Property Name="Text" Value="Pickup List" />
+                <Property Name="Font" Value="BlueHighway-10" />
+                <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
+                <Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,-20},{0,20}}" />
+            </Window>
+            <Window Type="TaharezLook/Button" Name="orxonox/InGamePickupHUD_closeButton" >
+                <Property Name="Alpha" Value="0.8" />
+                <Property Name="Font" Value="BlueHighway-12" />
+                <Property Name="Text" Value="X" />
+                <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
+                <Property Name="UnifiedAreaRect" Value="{{1,-20},{0,0},{1,0},{0,20}}" />
+                <!-- alle Grössen / anordnungen angepasst - da überschneidungen von absoluten
+                und relativen Positionsangaben (problematisch bei kleinen auflösungen) -->
+                <Event Name="Clicked" Function="InGamePickupHUD.close_button_clicked"/>
+            </Window>
+            <Window Type="TaharezLook/Listbox" Name="orxonox/InGamePickupHUD_PickupListBox">
+                <Property Name="Alpha" Value="0.8" />
+                <Property Name="Font" Value="BlueHighway-12" />
+                <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
+                <Property Name="UnifiedAreaRect" Value="{{0,5},{0,25},{1,-5},{1,-5}}" />
+                <!--
+                <Window Type="TaharezLook/ListboxItem" Name="orxonox/InGamePickupHUD_TestPickupOne">
+                    <Property Name="Alpha" Value="0.8" />
+                    <Property Name="Font" Value="BlueHighway-12" />
+                    <Property Name="Text" Value="First Pickup" />
+                    <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
+                    <Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{0,30},{1,0}}" />
+                </Window>
+                -->
+            </Window>
+        </Window>
+    </Window>
 </GUILayout>

Modified: code/branches/presentation2012merge/data/gui/layouts/ShipSelectionMenu.layout
===================================================================
--- code/branches/presentation2012merge/data/gui/layouts/ShipSelectionMenu.layout	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/gui/layouts/ShipSelectionMenu.layout	2012-06-03 16:05:24 UTC (rev 9272)
@@ -8,7 +8,7 @@
         <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
         <Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,0},{1,0}}" />
         <Property Name="BackgroundEnabled" Value="False" />
-	<!-- --> 
+        <!-- -->
         <Window Type="MenuWidgets/StaticText" Name="orxonox/ShipSelectionWindow" >
             <Property Name="Text" Value="ShipSelection" />
             <Property Name="Alpha" Value="0.8" />
@@ -16,17 +16,17 @@
             <Property Name="HorzFormatting" Value="HorzCentred" />
             <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
             <Property Name="VertFormatting" Value="TopAligned" />
-            <Property Name="UnifiedAreaRect" Value="{{0.2,0},{0.15,0},{0.8,0},{0.7,0}}" /> 
+            <Property Name="UnifiedAreaRect" Value="{{0.2,0},{0.15,0},{0.8,0},{0.7,0}}" />
             <Window Type="MenuWidgets/TabControl" Name="orxonox/ShipSelectionTabControl" >
                 <Property Name="TabHeight" Value="{0,26.4388}" />
                 <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
                 <Property Name="TabPanePosition" Value="Top" />
-		<Property Name="UnifiedAreaRect" Value="{{0.05,0},{0.1,0},{0.95,0},{0.925,0}}" />
-		
-            </Window>	
-            
-	    <!-- TODO: Ship Description and Image
-	    <Window Type="MenuWidgets/StaticImage" Name="orxonox/ShipSelectionShipImage" >
+                <Property Name="UnifiedAreaRect" Value="{{0.05,0},{0.1,0},{0.95,0},{0.925,0}}" />
+
+            </Window>
+
+            <!-- TODO: Ship Description and Image
+            <Window Type="MenuWidgets/StaticImage" Name="orxonox/ShipSelectionShipImage" >
                 <Property Name="AlwaysOnTop" Value="True" />
                 <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
                 <Property Name="UnifiedAreaRect" Value="{{0.55,0},{0.25,0},{0.9,0},{0.675,0}}" />
@@ -37,8 +37,8 @@
                 <Property Name="VertScrollbar" Value="True" />
                 <Property Name="HorzScrollbar" Value="True" />
                 <Property Name="UnifiedAreaRect" Value="{{0.1,0},{0.725,0},{0.9,0},{0.875,0}}" />
-            </Window>--> 
-		 
+            </Window>-->
+
         </Window>
         <Window Type="MenuWidgets/Button" Name="orxonox/ShipSelectionStartButton" >
             <Property Name="Text" Value="Start" />
@@ -47,13 +47,13 @@
             <Event Name="Clicked" Function="ShipSelectionMenu.ShipSelectionStartButton_clicked"/>
         </Window>
         <!-- TODO: set ship properties
-	<Window Type="MenuWidgets/Button" Name="orxonox/ShipSelectionConfigButton" >
+        <Window Type="MenuWidgets/Button" Name="orxonox/ShipSelectionConfigButton" >
             <Property Name="Text" Value="Configure" />
             <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
             <Property Name="UnifiedAreaRect" Value="{{0.425,0},{0.725,0},{0.575,0},{0.775,0}}" />
             <Property Name="Disabled" Value="True" />
             <Event Name="Clicked" Function="ShipSelectionMenu.ShipSelectionConfigButton_clicked"/>
-        </Window> --> 
+        </Window> -->
         <Window Type="MenuWidgets/Button" Name="orxonox/ShipSelectionBackButton" >
             <Property Name="Text" Value="Back" />
             <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />

Modified: code/branches/presentation2012merge/data/gui/scripts/ShipSelectionMenu.lua
===================================================================
--- code/branches/presentation2012merge/data/gui/scripts/ShipSelectionMenu.lua	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/gui/scripts/ShipSelectionMenu.lua	2012-06-03 16:05:24 UTC (rev 9272)
@@ -11,17 +11,17 @@
    if string.sub(package.config,1,1) == '\\' then
            -- Windows
            dircmd = "dir /b/s"
-   end]]	
-   P.createFilterTab("All Ships")   
+   end]]
+   P.createFilterTab("All Ships")
 end
 
 function P.createShipList() --generates list with tagged shipmodels
    P.shipList = {}
    for line in io.lines("../levels/templates/.shipmodels") do  --checks if shipmodel is included in level file
-	if selectedlevel:hasShip(string.lower(line)) then
-		P.shipList[#P.shipList+1] = string.lower(line)
-	end
-   end  
+    if selectedlevel:hasShip(string.lower(line)) then
+        P.shipList[#P.shipList+1] = string.lower(line)
+    end
+   end
 end
 
 function P.update() --updates listbox with found models
@@ -45,11 +45,11 @@
 function P.createFilterTab(name) -- generates filter tab and list box, sets handler for selection changes
     tabName = "orxonox/ShipSelectionLevelTab"
     -- create new tab window with desired name
-    listbox = CEGUI.toListbox(winMgr:createWindow("MenuWidgets/Listbox", tabName)) 
+    listbox = CEGUI.toListbox(winMgr:createWindow("MenuWidgets/Listbox", tabName))
     listbox:setText(name)
     listbox:setProperty("UnifiedMaxSize", "{{1,0},{1,0}}")
-    --[[TODO: smaller list if image and description is implemented. 
-	listbox:setProperty("UnifiedAreaRect", "{{0.05,0},{0.1,0},{0.5,0},{0.675,0}}") --]]	 
+    --[[TODO: smaller list if image and description is implemented.
+    listbox:setProperty("UnifiedAreaRect", "{{0.05,0},{0.1,0},{0.5,0},{0.675,0}}") --]]
     listbox:setProperty("UnifiedAreaRect", "{{0,0},{0,0},{1,0},{1,0}}")
     -- fill listbox with items
     P.update()
@@ -106,11 +106,11 @@
 function P.ShipSelectionStartButton_clicked(e)
 
     if (selectedlevel ~= nil and P.ShipSelectionGetSelectedModel() ~= nil)  then
-	selectedlevel:selectShip(P.ShipSelectionGetSelectedModel())
+    selectedlevel:selectShip(P.ShipSelectionGetSelectedModel())
         orxonox.execute("startGame " .. "_temp.oxw")
         hideAllMenuSheets()
     else
-	orxonox.execute("orxout user_warning no ship model selected or no tagged shipmodel installed")
+    orxonox.execute("orxout user_warning no ship model selected or no tagged shipmodel installed")
     end
 end
 
@@ -127,6 +127,6 @@
 
 function P.ShipSelectionBackButton_clicked(e)
     orxonox.execute("keyESC")
-end 
+end
 
 return P

Modified: code/branches/presentation2012merge/data/gui/scripts/SingleplayerMenu.lua
===================================================================
--- code/branches/presentation2012merge/data/gui/scripts/SingleplayerMenu.lua	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/gui/scripts/SingleplayerMenu.lua	2012-06-03 16:05:24 UTC (rev 9272)
@@ -9,7 +9,7 @@
 
 function P.onLoad()
     P.createLevelList()
-    
+
     -- create tabs with desired tab as argument (nil for all)
     P.createFilterTab("Gametypes", "gametype")
     P.createFilterTab("Missions", "mission")
@@ -18,10 +18,10 @@
     P.createFilterTab("Presentations", "presentation")
     P.createFilterTab("Tests", "test")
     P.createFilterTab("Show All", nil)
-    
+
     -- update description and screenshot boxes
     P.SingleplayerSelectionChanged()
-    
+
     --buttons are arranged in a 1x3 matrix
     P:setButton(1, 1, {
             ["button"] = winMgr:getWindow("orxonox/SingleplayerStartButton"),
@@ -47,7 +47,7 @@
     while index < size do
         level = orxonox.LevelManager:getInstance():getAvailableLevelListItem(index)
         if (level ~= nil and level:getXMLFilename() ~= "_temp.oxw") then
-	    --os.execute("echo " .. level:getXMLFilename() .." >> ~/outputorx")
+            --os.execute("echo " .. level:getXMLFilename() .." >> ~/outputorx")
             local levelXMLFilename = level:getXMLFilename()
             -- create an imageset for each screenshot
             local imageName = level:getScreenshot()
@@ -150,7 +150,7 @@
         else
             orxonox.execute("startGame " .. selectedlevel:getXMLFilename())
             hideAllMenuSheets()
-	end
+        end
     end
 end
 

Modified: code/branches/presentation2012merge/data/levels/Spacerace2.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/Spacerace2.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/Spacerace2.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -11,7 +11,7 @@
   include("templates/lodInformation.oxt")
 
   include("templates/spaceshipAssff.oxt")
- 
+
 ?>
 
 <?lua
@@ -36,61 +36,61 @@
 
     <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
 
-	
-	<SpaceRaceManager>
-<checkpoints>	
-	<RaceCheckPoint name="checkpoint1" position="0,-2000,1000" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="0" islast="false" nextcheckpoints="1,2,-1">
-        <attached>
-            <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
-        </attached>
-        <collisionShapes>
-            <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
-            <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
-        </collisionShapes>
-    </RaceCheckPoint>
 
-<RaceCheckPoint name="checkpoint2" position="0,2100,2300" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="1" islast="false" nextcheckpoints="3,-1,-1">
-        <attached>
-            <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
-        </attached>
-        <collisionShapes>
-            <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
-            <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
-        </collisionShapes>
-    </RaceCheckPoint>
+    <SpaceRaceManager>
+        <checkpoints>
+            <RaceCheckPoint name="checkpoint1" position="0,-2000,1000" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="0" islast="false" nextcheckpoints="1,2,-1">
+                <attached>
+                    <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
+                </attached>
+                <collisionShapes>
+                    <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
+                    <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
+                </collisionShapes>
+            </RaceCheckPoint>
 
-<RaceCheckPoint name="checkpoint3" position="0,700,2700" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="2" islast="false" nextcheckpoints="3,-1,-1">
-        <attached>
-            <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
-        </attached>
-        <collisionShapes>
-            <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
-            <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
-        </collisionShapes>
-    </RaceCheckPoint>
+            <RaceCheckPoint name="checkpoint2" position="0,2100,2300" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="1" islast="false" nextcheckpoints="3,-1,-1">
+                <attached>
+                    <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
+                </attached>
+                <collisionShapes>
+                    <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
+                    <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
+                </collisionShapes>
+            </RaceCheckPoint>
 
-<RaceCheckPoint name="checkpoint4" position="0,-400,300" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="3" islast="true">
-        <attached>
-            <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
-        </attached>
-        <collisionShapes>
-            <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
-            <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
-            <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
-        </collisionShapes>
-    </RaceCheckPoint>
-</checkpoints>
-</SpaceRaceManager>
+            <RaceCheckPoint name="checkpoint3" position="0,700,2700" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="2" islast="false" nextcheckpoints="3,-1,-1">
+                <attached>
+                    <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
+                </attached>
+                <collisionShapes>
+                    <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
+                    <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
+                </collisionShapes>
+            </RaceCheckPoint>
 
- 
-<SpaceShip position="0,0,200" lookat="0,0,0">
+            <RaceCheckPoint name="checkpoint4" position="0,-400,300" direction="0,-1,1" collisionType="static" scale="1" distance="40" checkpointindex="3" islast="true">
+                <attached>
+                    <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
+                </attached>
+                <collisionShapes>
+                    <BoxCollisionShape position="0,0,55"      halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="0,0,-55"     halfExtents="55, 10, 10" />
+                    <BoxCollisionShape position="55,0,0"      halfExtents="10, 10, 55" />
+                    <BoxCollisionShape position="-55,0,0"     halfExtents="10, 10, 55" />
+                </collisionShapes>
+            </RaceCheckPoint>
+        </checkpoints>
+    </SpaceRaceManager>
+
+
+    <SpaceShip position="0,0,200" lookat="0,0,0">
       <templates>
         <Template link=spaceshipassff />
       </templates>
@@ -201,7 +201,7 @@
         </MovableEntity>
 
 
-    
+
   </Scene>
 </Level>
 

Modified: code/branches/presentation2012merge/data/levels/SurfaceRacePresentation.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/SurfaceRacePresentation.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/SurfaceRacePresentation.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -15,7 +15,7 @@
   include("templates/spaceshipGhost.oxt")
   include("templates/spaceshipSpacecruiser.oxt")
   include("templates/pickupRepresentationTemplates.oxt")
- 
+
 ?>
 
 <Level
@@ -55,8 +55,8 @@
     <Model position="4200,8050,-1000" scale=10 mesh="debris-pile01.mesh" shadow=true />
     <Model position="4200,8050,-1000" scale=10 mesh="debris-pile02.mesh" shadow=true />
     <Model position="4200,8050,-1000" scale=10 mesh="debris-pile03.mesh" shadow=true />
-    
-	<MovableEntity position="-700,8090,-300" velocity="80,0,0" rotationaxis="1,0,1" rotationrate=200>
+
+    <MovableEntity position="-700,8090,-300" velocity="80,0,0" rotationaxis="1,0,1" rotationrate=200>
       <attached>
         <Model position="0,0,-20" scale=10 mesh="cokebottle.mesh" />
       </attached>
@@ -64,20 +64,20 @@
 
 
 <SpaceRaceManager>
- <checkpoints>	
-	<RaceCheckPoint name="checkpoint1" position="0,8050,-1000" direction="0,1,0" collisionType="static" scale="4" distance="150" checkpointindex="0" islast="false" nextcheckpoints="1,-1,-1">
+ <checkpoints>
+    <RaceCheckPoint name="checkpoint1" position="0,8050,-1000" direction="0,1,0" collisionType="static" scale="4" distance="150" checkpointindex="0" islast="false" nextcheckpoints="1,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
-	<collisionShapes>
+    <collisionShapes>
             <BoxCollisionShape position="0,0,220"     halfExtents="220, 40, 40" />
             <BoxCollisionShape position="0,0,-220"      halfExtents="220, 40, 40" />
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
         </collisionShapes>
     </RaceCheckPoint>
-    
-	<RaceCheckPoint name="checkpoint2" position="1000,8050,-4000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="1" islast="false" nextcheckpoints="2,-1,-1">
+
+    <RaceCheckPoint name="checkpoint2" position="1000,8050,-4000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="1" islast="false" nextcheckpoints="2,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -89,7 +89,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint3" position="3000,8050,-4000" direction="0,1,0" roll="-45" collisionType="static" scale="4" distance="150" checkpointindex="2" islast="false" nextcheckpoints="3,-1,-1">
+    <RaceCheckPoint name="checkpoint3" position="3000,8050,-4000" direction="0,1,0" roll="-45" collisionType="static" scale="4" distance="150" checkpointindex="2" islast="false" nextcheckpoints="3,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -101,7 +101,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint4" position="4000,8050,-1000" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="3" islast="false" nextcheckpoints="4,-1,-1">
+    <RaceCheckPoint name="checkpoint4" position="4000,8050,-1000" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="3" islast="false" nextcheckpoints="4,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -113,7 +113,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint5" position="4000,8050,0" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="4" islast="false" nextcheckpoints="5,-1,-1">
+    <RaceCheckPoint name="checkpoint5" position="4000,8050,0" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="4" islast="false" nextcheckpoints="5,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -125,7 +125,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint6" position="3000,8050,1000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="5" islast="false" nextcheckpoints="6,-1,-1">
+    <RaceCheckPoint name="checkpoint6" position="3000,8050,1000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="5" islast="false" nextcheckpoints="6,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -137,7 +137,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint7" position="0,8050,2000" direction="0,1,0" roll="90" collisionType="static" scale="4" distance="150" checkpointindex="6" islast="false" nextcheckpoints="7,-1,-1">
+    <RaceCheckPoint name="checkpoint7" position="0,8050,2000" direction="0,1,0" roll="90" collisionType="static" scale="4" distance="150" checkpointindex="6" islast="false" nextcheckpoints="7,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -149,7 +149,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint8" position="-4000,8050,3000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="7" islast="false" nextcheckpoints="8,-1,-1">
+    <RaceCheckPoint name="checkpoint8" position="-4000,8050,3000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="7" islast="false" nextcheckpoints="8,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -161,7 +161,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint9" position="-4000,8050,5000" direction="0,1,0" roll="-45" collisionType="static" scale="4" distance="150" checkpointindex="8" islast="false" nextcheckpoints="9,-1,-1">
+    <RaceCheckPoint name="checkpoint9" position="-4000,8050,5000" direction="0,1,0" roll="-45" collisionType="static" scale="4" distance="150" checkpointindex="8" islast="false" nextcheckpoints="9,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -173,7 +173,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint10" position="-3000,8050,6000" direction="0,1,0" roll="90" collisionType="static" scale="4" distance="150" checkpointindex="9" islast="false" nextcheckpoints="10,-1,-1">
+    <RaceCheckPoint name="checkpoint10" position="-3000,8050,6000" direction="0,1,0" roll="90" collisionType="static" scale="4" distance="150" checkpointindex="9" islast="false" nextcheckpoints="10,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -185,7 +185,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint11" position="0,8050,6000" direction="0,1,0" roll="90" collisionType="static" scale="4" distance="120" checkpointindex="10" islast="false" nextcheckpoints="11,-1,-1">
+    <RaceCheckPoint name="checkpoint11" position="0,8050,6000" direction="0,1,0" roll="90" collisionType="static" scale="4" distance="120" checkpointindex="10" islast="false" nextcheckpoints="11,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -197,7 +197,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint12" position="6000,8050,6000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="11" islast="false" nextcheckpoints="12,-1,-1">
+    <RaceCheckPoint name="checkpoint12" position="6000,8050,6000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="11" islast="false" nextcheckpoints="12,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -209,7 +209,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint13" position="5500,8050,3000" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="12" islast="false" nextcheckpoints="13,-1,-1">
+    <RaceCheckPoint name="checkpoint13" position="5500,8050,3000" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="12" islast="false" nextcheckpoints="13,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -221,7 +221,7 @@
         </collisionShapes>
     </RaceCheckPoint>
 
-	<RaceCheckPoint name="checkpoint14" position="6000,8050,-5000" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="13" islast="true" >
+    <RaceCheckPoint name="checkpoint14" position="6000,8050,-5000" direction="0,1,0" roll="0" collisionType="static" scale="4" distance="150" checkpointindex="13" islast="true" >
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
@@ -237,31 +237,31 @@
 
  <SpawnPoint team=0 position="0,8050,0" lookat="0,8000,-8000" spawnclass=SpaceShip pawndesign=shipselection />
 
-  
-	<!-- -----------------------Zylinder---------------------------- -->
+
+    <!-- -----------------------Zylinder---------------------------- -->
 <StaticEntity position="2750,8050,6000" direction="1,0,0" roll="90"  scale="4" collisionType=static mass=100000 friction=0.01 >
       <attached>
-	<Model position="0,0,0" mesh="cylinder.mesh" scale3D="100,100,400" />
-	<!--
-            	<Model position="0,80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
-		<Model position="0,-80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
-		<Model position="80,0,600" mesh="testcube.mesh" scale3D="18,90,-600" />
-		<Model position="-80,0,600" mesh="testcube.mesh" scale3D="18,09,-600" />
-	 -->
+    <Model position="0,0,0" mesh="cylinder.mesh" scale3D="100,100,400" />
+    <!--
+                <Model position="0,80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
+        <Model position="0,-80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
+        <Model position="80,0,600" mesh="testcube.mesh" scale3D="18,90,-600" />
+        <Model position="-80,0,600" mesh="testcube.mesh" scale3D="18,09,-600" />
+    -->
 
       </attached>
 
 
- 	<collisionShapes>
-          
-            	
-		<BoxCollisionShape position="0,320,2400"            halfExtents="360,72,2400" />
-		<BoxCollisionShape position="0,-320,2400"      halfExtents="360,72,2400" />
-		<BoxCollisionShape position="320,0,2400"            halfExtents="72,360,2400" />
-		<BoxCollisionShape position="-320,0,2400"     halfExtents="72,360,2400" />
-            	
+    <collisionShapes>
 
-	
+
+        <BoxCollisionShape position="0,320,2400"            halfExtents="360,72,2400" />
+        <BoxCollisionShape position="0,-320,2400"      halfExtents="360,72,2400" />
+        <BoxCollisionShape position="320,0,2400"            halfExtents="72,360,2400" />
+        <BoxCollisionShape position="-320,0,2400"     halfExtents="72,360,2400" />
+
+
+
         </collisionShapes>
 
   </StaticEntity>
@@ -269,38 +269,38 @@
 <!-- ------------------Cube between gate 4 and 5----------------- -->
 <StaticEntity position="4465,8050,-500" direction="0,0,0"   scale="1" collisionType=static mass=100000 friction=0.01 >
       <attached>
-	<Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
+    <Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
 <!--
-            	<Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
-		-->
+                <Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
+        -->
 
       </attached>
 
 
- 	<collisionShapes>
-          
-            	
-		<BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+    <collisionShapes>
 
+
+        <BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+
         </collisionShapes>
 
   </StaticEntity>
 
 <StaticEntity position="3535,8050,-500" direction="0,0,0"   scale="1" collisionType=static mass=100000 friction=0.01 >
       <attached>
-	<Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
+    <Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
 <!--
-            	<Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
-		 -->
+                <Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
+        -->
 
       </attached>
 
 
- 	<collisionShapes>
-          
-            	
-		<BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+    <collisionShapes>
 
+
+        <BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+
         </collisionShapes>
 
   </StaticEntity>
@@ -308,7 +308,7 @@
 
 
 
-	<!-- ------------------Boden----------------- -->
+    <!-- ------------------Boden----------------- -->
   <StaticEntity position="0,0,0" direction="0,0,0" collisionType=static mass=100000 friction=0.01>
      <attached>
         <Model position="0,0,0" mesh="CubeGround.mesh" scale3D="8000,8000,8000" />
@@ -316,7 +316,7 @@
       <collisionShapes>
         <BoxCollisionShape position="0,50,0" halfExtents="8000,8000,8000" />um j?:P"{
 
-      </collisionShapes> 
+      </collisionShapes>
 </StaticEntity>
 
 
@@ -350,10 +350,10 @@
     max = 15
     for i = 0, max, 1
     do
-	x=-12000
-	y=10000
-	z=-12000
- 
+    x=-12000
+    y=10000
+    z=-12000
+
     ?>
     <?lua
     for k = 1, 15, 1

Modified: code/branches/presentation2012merge/data/levels/asteroidField.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/asteroidField.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/asteroidField.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -38,27 +38,27 @@
 
 
     <!-- Belt that's far away  *** TURNED OFF FOR PERFORMANCE REASONS *** -->
-    <!-- Generate asteroid field and asteroid belt -->    
+    <!-- Generate asteroid field and asteroid belt -->
     <!--
     <?lua
-    	dofile("includes/asteroidField.lua")
-    	asteroidBelt(0, 0, 0, -48, -34, 70, 100, 200, 219900, 210000, 900, 1)
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(0, 0, 0, -48, -34, 70, 100, 200, 219900, 210000, 900, 1)
     ?>
     -->
 
 
     <!-- triple large belt around the planet  -->
     <?lua
-    	dofile("includes/asteroidField.lua")
-    	asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 7190, 7800, 250, 1)
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 7190, 7800, 250, 1)
     ?>
     <?lua
-    	dofile("includes/asteroidField.lua")
-    	asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 10000, 11000, 300, 1)
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 10000, 11000, 300, 1)
     ?>
     <?lua
-    	dofile("includes/asteroidField.lua")
-    	asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 14000, 15000, 350, 1)
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 14000, 15000, 350, 1)
     ?>
 
 
@@ -94,7 +94,7 @@
 
 
 
-    
+
   </Scene>
 </Level>
 

Modified: code/branches/presentation2012merge/data/levels/dynamicMatch.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/dynamicMatch.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/dynamicMatch.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -89,10 +89,10 @@
     <StaticEntity position="<?lua print(x + math.random() * 1000-500) ?>,<?lua print(y + math.random() * 1000-500) ?>,<?lua print(z + math.random() * 5000-2500) ?>" scale="<?lua print(j * 5) ?>" >
       <attached>
         <Model position="0,0,0" scale="<?lua print(j * 10) ?>" mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh">
-	  <attached><!-- ---------asteroid fog----- -->
+          <attached><!-- ---------asteroid fog----- -->
             <ParticleEmitter position="0,0,0" source="Orxonox/Steam" />
           </attached>
-	</Model>
+        </Model>
       </attached>
       <?lua if i == 5 then ?><collisionShapes>
         <SphereCollisionShape radius="<?lua print(j * 70) ?>" />

Modified: code/branches/presentation2012merge/data/levels/includes/CuboidSpaceStation.lua
===================================================================
--- code/branches/presentation2012merge/data/levels/includes/CuboidSpaceStation.lua	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/includes/CuboidSpaceStation.lua	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,19 +1,19 @@
 ----------------------------------------------------------------------------------------------------
 -- This lua script creates a totally random generated space station for the orxonox computer game!--
--- (c) Wallah 2008, published under GPL licence!												  --
+-- (c) Wallah 2008, published under GPL licence!                                                  --
 ----------------------------------------------------------------------------------------------------
 
 --------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- IMPORTANT: If you need more parameters, do the following: copy the actual function (just the headline and the end statement) to the end of the file,			  --
+-- IMPORTANT: If you need more parameters, do the following: copy the actual function (just the headline and the end statement) to the end of the file,           --
 -- like I did with createSpaceStation() and let that function call the new function where you can modify the parameters. For all parameters which the old function--
 -- doesn't have you just give the standard default values, which I have defined. This is to make sure, that anyone else who uses the old function can still use it--
--- the same way he/she always did. If you want a function with less parameters, just create a new one at the end of the file and call this function with some	  --
--- default values. REMEMBER: Function overloading is not possible, be sure to call your function differently from others already existing ones.					  --
+-- the same way he/she always did. If you want a function with less parameters, just create a new one at the end of the file and call this function with some     --
+-- default values. REMEMBER: Function overloading is not possible, be sure to call your function differently from others already existing ones.                   --
 --------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
 -- This function creates a randomly generated space station.
 -- The first argument ranSeed, must be 0, or a positive Integer, if it is 0 your space station is always chosen randomly, if you give an integer,
---	your space station will be generated randomly, but once you have the space station it will always be the same.
+--  your space station will be generated randomly, but once you have the space station it will always be the same.
 -- The argument xLength defines how large the space station will be into the x-direction.
 -- The argument xVar defines how much the space station will vary at the ends in x-direction, this is so that the station is no cube.
 -- The argument yLength is the same as xLength, but for the y-direction.
@@ -36,9 +36,9 @@
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 -- Create a randomseed, so that the math.random() function is actually random.
 if ranSeed == 0 then
-	math.randomseed(os.time())
+    math.randomseed(os.time())
 else
-	math.randomseed(ranSeed)
+    math.randomseed(ranSeed)
 end
 -- End create randomseed.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -51,11 +51,11 @@
 -- Define the maximal size of the grid, this value is based on how large you define the area of bodyparts plus 20 gridpoints for attachparts.
 sSSize=30
 if xLength>=yLength and xLength>=zLength then
-	sSSize=xLength+20
+    sSSize=xLength+20
 elseif yLength>=xLength and yLength>=zLength then
-	sSSize=yLength+20
+    sSSize=yLength+20
 elseif zLength>=xLength and zLength>=yLength then
-	sSSize=zLength+20
+    sSSize=zLength+20
 end
 -- Define how many parts the space station has, this value has to be exact, so be sure to increment it if you're adding a new part.
 sSParts=9
@@ -77,7 +77,7 @@
 -- It should be at least 1 bigger than the biggest part needs, because I guarantee that it works with odd numbers, to do so I use the math.floor function.
 pDim=6
 -- Define the griddimension, be sure this value matches the size of a single space station part plus the size of a connection part, which means your parts must be:
---	integer*(gridDim-connectionSize), then integer tells you how many griddimensions your part is.
+--  integer*(gridDim-connectionSize), then integer tells you how many griddimensions your part is.
 gridDim=2.25
 -- End define global parameters.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -88,26 +88,26 @@
 -- This creates a 4-dimensional grid, which tells us if there is a part or not, and in which direction it has connections.
 -- The parameters x,y,z are the axis of the space station, which iterate to sSSize, the maximal size of the space station.
 -- The griddimension, this word I will use later, means that the distance of a point to the next point is gridDim in the game, so the absolute x-axis is x*gridDim*sSScale,
---	and so on for the other dimensions y and z.
+--  and so on for the other dimensions y and z.
 -- grid[x][y][z][0] contains 0 if there is no part at the position (x,y,z), otherwise 1.
 -- grid[x][y][z][1] contains 0 if there is no connection from (x,y,z) in x-direction, "+" if there is one in the positive x-direction,
---	"-" if there is one in the negative x-direction, "+-" if there are in both x-directions.
+--  "-" if there is one in the negative x-direction, "+-" if there are in both x-directions.
 -- grid[x][y][z][2] contains 0 if there is no connection from (x,y,z) in y-direction, "+" if there is one in the positive y-direction,
---	"-" if there is one in the negative y-direction, "+-" if there are in both y-directions.
+--  "-" if there is one in the negative y-direction, "+-" if there are in both y-directions.
 -- grid[x][y][z][3] contains 0 if there is no connection from (x,y,z) in z-direction, "+" if there is one in the positive z-direction,
---	"-" if there is one in the negative z-direction, "+-" if there are in both z-directions.
+--  "-" if there is one in the negative z-direction, "+-" if there are in both z-directions.
 grid = {}
 for x=-math.floor(sSSize/2),math.floor(sSSize/2) do
-	grid[x] = {}
-	for y=-math.floor(sSSize/2),math.floor(sSSize/2) do
-		grid[x][y]= {}
-		for z=-math.floor(sSSize/2),math.floor(sSSize/2) do
-			grid[x][y][z]={}
-			for i=0,3 do
-				grid[x][y][z][i]=0
-			end
-		end
-	end
+    grid[x] = {}
+    for y=-math.floor(sSSize/2),math.floor(sSSize/2) do
+        grid[x][y]= {}
+        for z=-math.floor(sSSize/2),math.floor(sSSize/2) do
+            grid[x][y][z]={}
+            for i=0,3 do
+                grid[x][y][z][i]=0
+            end
+        end
+    end
 end
 -- End create 4-dim grid.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -118,39 +118,39 @@
 -- This creates an array which stores all the parts, it's size is depending on the global values pDim and sSParts.
 -- The first parameter i, tells us how many parts fit into the array, so it iterates from 1 to sSParts, each part has his own value i.
 -- The second, third and fourth parameters are the relative coordinates of the part, you have to start at (0,0,0) and be sure you fill the array into the right direction.
---	A short example: your part is 2 griddimensions long and you place it in the game, that the relative coordinate point is at (0,0,0) and the part lies in the positive
---	z-axis, then you have to use the coordinate point (0,0,1).
+--  A short example: your part is 2 griddimensions long and you place it in the game, that the relative coordinate point is at (0,0,0) and the part lies in the positive
+--  z-axis, then you have to use the coordinate point (0,0,1).
 -- The fifth parameter is an array with size 4, at index=0, you have to set 1 if your part covers the gridpoint at (x,y,z), otherwise 0.
---	At index=1,2,3 you define the possible connection directions (1 for x, 2 for y and 3 for z), be sure to use the notation from above (0, "+-", "+", "-").
+--  At index=1,2,3 you define the possible connection directions (1 for x, 2 for y and 3 for z), be sure to use the notation from above (0, "+-", "+", "-").
 bodyParts={}
 for i=1,sSParts do
-	bodyParts[i]={}
-	for x=-math.floor(pDim/2),math.floor(pDim/2) do
-		bodyParts[i][x]={}
-		for y=-math.floor(pDim/2),math.floor(pDim/2) do
-			bodyParts[i][x][y]={}
-			for z=-math.floor(pDim/2),math.floor(pDim/2) do
-				bodyParts[i][x][y][z]={}
-				for k=0,3 do
-					bodyParts[i][x][y][z][k]=0
-				end
-			end
-		end
-	end
-	-- This contains the name of the mesh file.
-	bodyParts[i][0][0][0][4]=""
-	-- This contains the first possible rotation of your part, pitch=... yaw=... roll=... .
-	bodyParts[i][0][0][0][5]=""
-	-- This contains the second possible rotation of your part, pitch=... yaw=... roll=... .
-	bodyParts[i][0][0][0][6]=""
-	-- This contains the third possible rotation of your part, pitch=... yaw=... roll=... .
-	bodyParts[i][0][0][0][7]=""
-	-- Contains the movement rotation, rotationaxis=... rotationrate=... .
-	bodyParts[i][0][0][0][8]=""
-	-- Contains the attachment, if your part has an attachment, e.g. <ParticleEmitter .../>.
-	bodyParts[i][0][0][0][9]=""
-	-- Contains how many of this part you want to attach to your space station.
-	bodyParts[i][0][0][0][10]=1
+    bodyParts[i]={}
+    for x=-math.floor(pDim/2),math.floor(pDim/2) do
+        bodyParts[i][x]={}
+        for y=-math.floor(pDim/2),math.floor(pDim/2) do
+            bodyParts[i][x][y]={}
+            for z=-math.floor(pDim/2),math.floor(pDim/2) do
+                bodyParts[i][x][y][z]={}
+                for k=0,3 do
+                    bodyParts[i][x][y][z][k]=0
+                end
+            end
+        end
+    end
+    -- This contains the name of the mesh file.
+    bodyParts[i][0][0][0][4]=""
+    -- This contains the first possible rotation of your part, pitch=... yaw=... roll=... .
+    bodyParts[i][0][0][0][5]=""
+    -- This contains the second possible rotation of your part, pitch=... yaw=... roll=... .
+    bodyParts[i][0][0][0][6]=""
+    -- This contains the third possible rotation of your part, pitch=... yaw=... roll=... .
+    bodyParts[i][0][0][0][7]=""
+    -- Contains the movement rotation, rotationaxis=... rotationrate=... .
+    bodyParts[i][0][0][0][8]=""
+    -- Contains the attachment, if your part has an attachment, e.g. <ParticleEmitter .../>.
+    bodyParts[i][0][0][0][9]=""
+    -- Contains how many of this part you want to attach to your space station.
+    bodyParts[i][0][0][0][10]=1
 end
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
@@ -192,7 +192,7 @@
 -- End insert DoubleCuboidBody.
 
 -- Insert the CuboidConnectionBody, it is three griddimensions long and one wide and high and can have only connections at griddimension 1
---	(except the side in direction of griddimension 2) and griddimension 3 (except the side in direction of griddimension 2).
+--  (except the side in direction of griddimension 2) and griddimension 3 (except the side in direction of griddimension 2).
 bodyParts[3][0][0][0][4]="CuboidConnBody.mesh"
 bodyParts[3][0][0][0][5]="pitch=-90"
 
@@ -372,115 +372,115 @@
 
 --This function actualizes the grid, which I have to call always after I have added a new part to the space station.
 function actualizeGrid(Index,x,y,z)
-	for i=math.floor(-pDim/2)+1,math.floor(pDim/2) do
-		for j=math.floor(-pDim/2)+1,math.floor(pDim/2) do
-			for k=math.floor(-pDim/2)+1,math.floor(pDim/2) do
-				if bodyParts[Index][i][j][k][0] == 1 then
-					for l=0,3 do
-						grid[x+i][y+j][z+k][l] = bodyParts[Index][i][j][k][l]
-					end
-				end
-			end
-		end
-	end
+    for i=math.floor(-pDim/2)+1,math.floor(pDim/2) do
+        for j=math.floor(-pDim/2)+1,math.floor(pDim/2) do
+            for k=math.floor(-pDim/2)+1,math.floor(pDim/2) do
+                if bodyParts[Index][i][j][k][0] == 1 then
+                    for l=0,3 do
+                        grid[x+i][y+j][z+k][l] = bodyParts[Index][i][j][k][l]
+                    end
+                end
+            end
+        end
+    end
 end
 -- End actualizeGrid.
 
 -- This function checks wheter a given parts fits at that position or not.
 -- If the part fits there it returns 1, otherwise 0.
 function checkPart(Index,x,y,z)
-	check=1
-	for i=math.floor(-pDim/2)+1,math.floor(pDim/2) do
-		for j=math.floor(-pDim/2)+1,math.floor(pDim/2) do
-			for k=math.floor(-pDim/2)+1,math.floor(pDim/2) do
-				-- If the part occupies the position (i,j,k), the grid must be empty there ((x+i, y+j, z+k)==0), if not, check is zero,
-				--	which means that the part doesn't fit there.
-				if bodyParts[Index][i][j][k][0] == 1 and grid[x+i][y+j][z+k][0] == 1 then
-					check=0
-				end
-			end
-		end
-	end
-	return check
+    check=1
+    for i=math.floor(-pDim/2)+1,math.floor(pDim/2) do
+        for j=math.floor(-pDim/2)+1,math.floor(pDim/2) do
+            for k=math.floor(-pDim/2)+1,math.floor(pDim/2) do
+                -- If the part occupies the position (i,j,k), the grid must be empty there ((x+i, y+j, z+k)==0), if not, check is zero,
+                --  which means that the part doesn't fit there.
+                if bodyParts[Index][i][j][k][0] == 1 and grid[x+i][y+j][z+k][0] == 1 then
+                    check=0
+                end
+            end
+        end
+    end
+    return check
 end
 -- End checkPart function.
 
 -- This function prints the model with tempPartIndex in the bodyParts array at position lx,ly,lz.
 -- If you need to rotate the model around his own axis, then you have to set movEntity true and define the details of the rotation in
---	bodyParts[tempPartIndex][0][0][0][8].
+--  bodyParts[tempPartIndex][0][0][0][8].
 -- If your model needs to be rotated like bodyParts[tempPartIndex][0][0][0][5], then side must be 1, for bodyParts[tempPartIndex][0][0][0][6] side must be 2,
---	for bodyParts[tempPartIndex][0][0][0][7] side must be 3.
+--  for bodyParts[tempPartIndex][0][0][0][7] side must be 3.
 function printModel(lx,ly,lz,tempPartIndex,movEntity,side)
-	if movEntity == true then
-		print("<MovableEntity scale=1 position=\"") print(lx*gridDim*sSScale) print(",") print(ly*gridDim*sSScale) print(",") print(lz*gridDim*sSScale) print("\" ")
-		print(bodyParts[tempPartIndex][0][0][0][8]) print(">")
-		print("<attached>")
-		lx=0 ly=0 lz=0
-	end
+    if movEntity == true then
+        print("<MovableEntity scale=1 position=\"") print(lx*gridDim*sSScale) print(",") print(ly*gridDim*sSScale) print(",") print(lz*gridDim*sSScale) print("\" ")
+        print(bodyParts[tempPartIndex][0][0][0][8]) print(">")
+        print("<attached>")
+        lx=0 ly=0 lz=0
+    end
 
-	print("<Model position=\"") print(lx*gridDim*sSScale) print(",") print(ly*gridDim*sSScale) print(",") print(lz*gridDim*sSScale)
-	print("\" scale=") print(sSScale) print(" mesh= \"") print(bodyParts[tempPartIndex][0][0][0][4]) print("\"")
+    print("<Model position=\"") print(lx*gridDim*sSScale) print(",") print(ly*gridDim*sSScale) print(",") print(lz*gridDim*sSScale)
+    print("\" scale=") print(sSScale) print(" mesh= \"") print(bodyParts[tempPartIndex][0][0][0][4]) print("\"")
 
-		if side == 1 then
-			print(bodyParts[tempPartIndex][0][0][0][5]) print(">")
-		elseif side == 2 then
-			print(bodyParts[tempPartIndex][0][0][0][6]) print(">")
-		elseif side == 3 then
-			print(bodyParts[tempPartIndex][0][0][0][7]) print(">")
-		end
+        if side == 1 then
+            print(bodyParts[tempPartIndex][0][0][0][5]) print(">")
+        elseif side == 2 then
+            print(bodyParts[tempPartIndex][0][0][0][6]) print(">")
+        elseif side == 3 then
+            print(bodyParts[tempPartIndex][0][0][0][7]) print(">")
+        end
 
-		print("<attached>")
-			print(bodyParts[tempPartIndex][0][0][0][9])
-		print("</attached>")
+        print("<attached>")
+            print(bodyParts[tempPartIndex][0][0][0][9])
+        print("</attached>")
 
-	print("</Model>")
+    print("</Model>")
 
-	if movEntity == true then
-		print("</attached>")
-		print("</MovableEntity>")
-	end
+    if movEntity == true then
+        print("</attached>")
+        print("</MovableEntity>")
+    end
 end
 -- End function printModel().
 
 -- This function sets a part to a side of the space station.
 -- The arguments lx,ly,lz are the coordinates of the grid, where you want to set the part.
 -- The arguments xAxis,yAxis,zAxis can be 0 or 1, but only one argument out of the three can be 1. This means two of them must always be zero. You have to set xAxis to one,
---	if your part is attached to a side, which faces into the x-direction (negative or positive, this is later specified with Dir), that means the x-Axis is a normal vector
---	of the side to which you want to attach the part. The same for yAxis and zAxis.
+--  if your part is attached to a side, which faces into the x-direction (negative or positive, this is later specified with Dir), that means the x-Axis is a normal vector
+--  of the side to which you want to attach the part. The same for yAxis and zAxis.
 -- The argument Dir must be 1 if your side, where you want to attach the part, faces into the positive direction, -1 if the side faces into the negative direction. The side
---	faces into the positive direction means, that the side of the side where the part will be attached is directed into the direction of the positive direction of the
---	corresponding axis.
+--  faces into the positive direction means, that the side of the side where the part will be attached is directed into the direction of the positive direction of the
+--  corresponding axis.
 -- The argument index is the index of the part for the bodyParts array.
 -- The argument printMovEnt must be false if your part doesn't need to be attached to an extra MovableEntity. If your part must be attached to an extra MovableEntity
---	this argument must be true. The extra MovableEntity is used to rotate the part around his own axis, or something like that.
+--  this argument must be true. The extra MovableEntity is used to rotate the part around his own axis, or something like that.
 -- The argument printSide is like the argument side of the printModel() function. It defines how your part will be rotated. Read the commentary there.
 -- The function returns 0 if the part couldn't be set, because it did not fit there or there was no side to attach the part. It returns 1 if the part is successfully set.
 function setPart(lx,ly,lz,xAxis,yAxis,zAxis,Dir,index,printMovEnt,printSide)
 
-	partSet=0
-	-- For the bodyParts array I use 1 as x-, 2 as y- and 3 as z-Axis for the definition in which directions a part can have connections.
-	coord=1*xAxis+2*yAxis+3*zAxis
-	-- If I try to attach the part from the positive direction to the side of the space station, the part of the station (where I want to attach the new part) must have
-	--	a connection into the positive direction. Otherwise I look from the negative side and so the part of the station must have a connection into the negative direction.
-	if Dir==1 then
-		conn="+"
-	elseif Dir==-1 then
-		conn="-"
-	end
-	-- I look from the direction defined through Dir, and here I check, whether I have reached a side of the space station, which means at position lx,ly,lz is nothing and
-	--	at the next position is a part which can have a connection into the direction from where I look.
-	if grid[lx][ly][lz][0] == 0 and grid[lx+(-1*xAxis*Dir)][ly+(-1*yAxis*Dir)][lz+(-1*zAxis*Dir)][0] == 1 and (grid[lx+(-1*xAxis*Dir)][ly+(-1*yAxis*Dir)][lz+(-1*zAxis*Dir)][coord]=="+-" or grid[lx+(-1*xAxis*Dir)][ly+(-1*yAxis*Dir)][lz+(-1*zAxis*Dir)][coord]==conn) then
-		-- This checks whether the part fits at that position or not.
-		check=checkPart(index,lx,ly,lz)
-		if check == 1 then
-			-- This prints the part.
-			printModel(lx,ly,lz,index,printMovEnt,printSide)
-			partSet=1
-			-- This actualizes the grid array with the values of the array bodyParts at the position index.
-			actualizeGrid(index,lx,ly,lz)
-		end
-	end
-	return partSet
+    partSet=0
+    -- For the bodyParts array I use 1 as x-, 2 as y- and 3 as z-Axis for the definition in which directions a part can have connections.
+    coord=1*xAxis+2*yAxis+3*zAxis
+    -- If I try to attach the part from the positive direction to the side of the space station, the part of the station (where I want to attach the new part) must have
+    --  a connection into the positive direction. Otherwise I look from the negative side and so the part of the station must have a connection into the negative direction.
+    if Dir==1 then
+        conn="+"
+    elseif Dir==-1 then
+        conn="-"
+    end
+    -- I look from the direction defined through Dir, and here I check, whether I have reached a side of the space station, which means at position lx,ly,lz is nothing and
+    --  at the next position is a part which can have a connection into the direction from where I look.
+    if grid[lx][ly][lz][0] == 0 and grid[lx+(-1*xAxis*Dir)][ly+(-1*yAxis*Dir)][lz+(-1*zAxis*Dir)][0] == 1 and (grid[lx+(-1*xAxis*Dir)][ly+(-1*yAxis*Dir)][lz+(-1*zAxis*Dir)][coord]=="+-" or grid[lx+(-1*xAxis*Dir)][ly+(-1*yAxis*Dir)][lz+(-1*zAxis*Dir)][coord]==conn) then
+        -- This checks whether the part fits at that position or not.
+        check=checkPart(index,lx,ly,lz)
+        if check == 1 then
+            -- This prints the part.
+            printModel(lx,ly,lz,index,printMovEnt,printSide)
+            partSet=1
+            -- This actualizes the grid array with the values of the array bodyParts at the position index.
+            actualizeGrid(index,lx,ly,lz)
+        end
+    end
+    return partSet
 end
 -- End function setPart().
 
@@ -489,47 +489,47 @@
 -- The argument index here must be an array, where you define the index for your part for the bodyParts array. The first used index is 1 and goes up to parts.
 -- The argument parts is the number of different parts which you want to attach to a side.
 function spiralSet(xAxis,yAxis,zAxis,Dir,index,parts,printMovEnt,printSide)
-	if index[0] ~= false then
-		-- The array vector contains the actual position where you try to set the part. vector[0],vector[1] and vector[3] contains the x,y,z-coordinate.
-		vector={}
-		-- This must be done, because there are different sides from where I try to attach a part.
-		coord1=1*yAxis+2*zAxis
-		coord2=math.mod(coord1+1,3)
-		coord3=math.mod(coord2+1,3)
+    if index[0] ~= false then
+        -- The array vector contains the actual position where you try to set the part. vector[0],vector[1] and vector[3] contains the x,y,z-coordinate.
+        vector={}
+        -- This must be done, because there are different sides from where I try to attach a part.
+        coord1=1*yAxis+2*zAxis
+        coord2=math.mod(coord1+1,3)
+        coord3=math.mod(coord2+1,3)
 
-		for pc=1,parts do
-			tempIndex = index[pc]
-			for eachPart=1,bodyParts[tempIndex][0][0][0][10] do
-				partSet=0
-				vector[coord1]=math.floor(Dir*sSSize/2)-2*Dir
-				while vector[coord1]~=math.floor(-1*Dir*sSSize/2)+2*Dir and partSet==0 do
-					round=0
-					while round<=math.floor(sSSize/2)-2 and partSet==0 do
-						vector[coord2]=round
-						vector[coord3]=-round
-						while vector[coord3]<=round and partSet==0 do
-							partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
-							vector[coord3]=vector[coord3]+1
-						end
-						while vector[coord2]>=-round and partSet==0 do
-							partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
-							vector[coord2]=vector[coord2]-1
-						end
-						while vector[coord3]>-round and partSet==0 do
-							partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
-							vector[coord3]=vector[coord3]-1
-						end
-						while vector[coord2]<=round and partSet==0 do
-							partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
-							vector[coord2]=vector[coord2]+1
-						end
-						round=round+1
-					end
-					vector[coord1]=vector[coord1]-Dir
-				end
-			end
-		end
-	end
+        for pc=1,parts do
+            tempIndex = index[pc]
+            for eachPart=1,bodyParts[tempIndex][0][0][0][10] do
+                partSet=0
+                vector[coord1]=math.floor(Dir*sSSize/2)-2*Dir
+                while vector[coord1]~=math.floor(-1*Dir*sSSize/2)+2*Dir and partSet==0 do
+                    round=0
+                    while round<=math.floor(sSSize/2)-2 and partSet==0 do
+                        vector[coord2]=round
+                        vector[coord3]=-round
+                        while vector[coord3]<=round and partSet==0 do
+                            partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
+                            vector[coord3]=vector[coord3]+1
+                        end
+                        while vector[coord2]>=-round and partSet==0 do
+                            partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
+                            vector[coord2]=vector[coord2]-1
+                        end
+                        while vector[coord3]>-round and partSet==0 do
+                            partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
+                            vector[coord3]=vector[coord3]-1
+                        end
+                        while vector[coord2]<=round and partSet==0 do
+                            partSet=setPart(vector[0],vector[1],vector[2],xAxis,yAxis,zAxis,Dir,tempIndex,printMovEnt,printSide)
+                            vector[coord2]=vector[coord2]+1
+                        end
+                        round=round+1
+                    end
+                    vector[coord1]=vector[coord1]-Dir
+                end
+            end
+        end
+    end
 end
 -- End function spiralSet().
 
@@ -553,37 +553,37 @@
 -- Define at which position in the x-direction you're space station will end.
 xMax=math.random(math.floor(xLength/2),math.floor(xLength/2)+xVar)
 while x<xMax do
-	-- The same for the y- and z-direction.
-	y=math.random(-math.floor(yLength/2),-math.floor(yLength/2)+yVar)
-	yMax=math.random(math.floor(yLength/2),math.floor(yLength/2)+yVar)
-	while y<yMax do
-		yMax=math.random(math.floor(yLength/2),math.floor(yLength/2)+yVar)
-		z=math.random(-math.floor(zLength/2),-math.floor(zLength/2)+zVar)
-		zMax=math.random(math.floor(zLength/2),math.floor(zLength/2)+zVar)
-		while z<zMax do
-			-- This loop choses a bodypart, which fits at position (x,y,z).
-			-- If after the fifth time the part does still not fit we terminate the loop and set no part at postition (x,y,z).
-			partSet=0
-			counter=0
-			while counter<5 and partSet==0 do
-				-- This choses randomly a bodyPartIndex, which is the index used for the parts in the array bodyParts.
-				tempBodyPartIndex=math.random(1,sSBodyParts)
-				check=checkPart(tempBodyPartIndex,x,y,z)
-				-- If check == 1, this means that the part fits there, so we put it there and break the while true loop, to go on.
-				if check == 1 then
-					-- This prints the chosen part at position (x*gridDim*sSScale,y*gridDim*sSScale,z*gridDim*sSScale).
-					printModel(x,y,z,tempBodyPartIndex,false,1)
-					-- This actualizes the grid array with the values of the array bodyParts at the position tempBodyPartIndex, which is our randomly chosen part.
-					actualizeGrid(tempBodyPartIndex,x,y,z)
-					partSet=1
-				end
-				counter=counter+1
-			end
-			z=z+1
-		end
-		y=y+1
-	end
-	x=x+1
+    -- The same for the y- and z-direction.
+    y=math.random(-math.floor(yLength/2),-math.floor(yLength/2)+yVar)
+    yMax=math.random(math.floor(yLength/2),math.floor(yLength/2)+yVar)
+    while y<yMax do
+        yMax=math.random(math.floor(yLength/2),math.floor(yLength/2)+yVar)
+        z=math.random(-math.floor(zLength/2),-math.floor(zLength/2)+zVar)
+        zMax=math.random(math.floor(zLength/2),math.floor(zLength/2)+zVar)
+        while z<zMax do
+            -- This loop choses a bodypart, which fits at position (x,y,z).
+            -- If after the fifth time the part does still not fit we terminate the loop and set no part at postition (x,y,z).
+            partSet=0
+            counter=0
+            while counter<5 and partSet==0 do
+                -- This choses randomly a bodyPartIndex, which is the index used for the parts in the array bodyParts.
+                tempBodyPartIndex=math.random(1,sSBodyParts)
+                check=checkPart(tempBodyPartIndex,x,y,z)
+                -- If check == 1, this means that the part fits there, so we put it there and break the while true loop, to go on.
+                if check == 1 then
+                    -- This prints the chosen part at position (x*gridDim*sSScale,y*gridDim*sSScale,z*gridDim*sSScale).
+                    printModel(x,y,z,tempBodyPartIndex,false,1)
+                    -- This actualizes the grid array with the values of the array bodyParts at the position tempBodyPartIndex, which is our randomly chosen part.
+                    actualizeGrid(tempBodyPartIndex,x,y,z)
+                    partSet=1
+                end
+                counter=counter+1
+            end
+            z=z+1
+        end
+        y=y+1
+    end
+    x=x+1
 end
 -- End attach all bodyparts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -592,31 +592,31 @@
 
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 -- Attach backParts, if there are some.
-	spiralSet(0,0,1,1,backPartsIndex,backParts,false,1)
+    spiralSet(0,0,1,1,backPartsIndex,backParts,false,1)
 -- End attach backParts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 -- Attach frontParts, if there are.
-	spiralSet(0,0,1,-1,frontPartsIndex,frontParts,false,1)
+    spiralSet(0,0,1,-1,frontPartsIndex,frontParts,false,1)
 -- End attach frontParts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 -- Attach parts on the left side of the space station.
-	spiralSet(1,0,0,-1,leftSidePartsIndex,leftSideParts,true,1)
+    spiralSet(1,0,0,-1,leftSidePartsIndex,leftSideParts,true,1)
 -- End attach left side parts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 -- Attach parts on the right side of the space station.
-	spiralSet(1,0,0,1,rightSidePartsIndex,rightSideParts,true,2)
+    spiralSet(1,0,0,1,rightSidePartsIndex,rightSideParts,true,2)
 -- End attach right side parts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 -- Attach parts on top of the space station.
-	spiralSet(0,1,0,1,topPartsIndex,topParts,true,1)
+    spiralSet(0,1,0,1,topPartsIndex,topParts,true,1)
 -- End attach top parts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
@@ -626,28 +626,28 @@
 -- Attach all connectionparts.
 -- This iterates through the whole grid array.
 if connPartsIndex[0] ~= false then
-	for x=math.floor(-sSSize/2)+2,math.floor(sSSize/2)-2 do
-		for y=math.floor(-sSSize/2)+2,math.floor(sSSize/2)-2 do
-			for z=math.floor(-sSSize/2)+2,math.floor(sSSize/2)-2 do
-				tempConnPartIndex=connPartsIndex[math.random(1,connParts)]
-				-- This checks whether there has to be a connection part between (x,y,z) and (x+1,y,z) or not. First it checks if there is a part at (x,y,z) and
-				--	then it checks if that part can have a connection into the positive x-direction, if it can, it checks if there is a part at (x+1,y,z) and
-				--	if that part can have a connection into the negative x-direction, if both can, it prints the xml code to set a connection part.
-				if grid[x][y][z][0]==1 and (grid[x][y][z][1]=="+" or grid[x][y][z][1]=="+-") and grid[x+1][y][z][0]==1 and (grid[x+1][y][z][1]=="-" or grid[x+1][y][z][1]=="+-") then
-					-- This prints the connection part, the +1/2 is because the connection is set exactly in the middle of two gridpoints.
-					printModel(x+1/2,y,z,tempConnPartIndex,false,1)
-				end
-				-- The same as in the x-direction, but for the y-direction.
-				if grid[x][y][z][0]==1 and ( grid[x][y][z][2]=="+" or grid[x][y][z][2]=="+-" ) and grid[x][y+1][z][0]==1 and ( grid[x][y+1][z][2]=="-" or grid[x][y+1][z][2]=="+-" ) then
-					printModel(x,y+1/2,z,tempConnPartIndex,false,2)
-				end
-				-- The same as in the x-direction, but for the z-direction.
-				if grid[x][y][z][0]==1 and ( grid[x][y][z][3]=="+" or grid[x][y][z][3]=="+-" ) and grid[x][y][z+1][0]==1 and ( grid[x][y][z+1][3]=="-" or grid[x][y][z+1][3]=="+-" ) then
-					printModel(x,y,z+1/2,tempConnPartIndex,false,3)
-				end
-			end
-		end
-	end
+    for x=math.floor(-sSSize/2)+2,math.floor(sSSize/2)-2 do
+        for y=math.floor(-sSSize/2)+2,math.floor(sSSize/2)-2 do
+            for z=math.floor(-sSSize/2)+2,math.floor(sSSize/2)-2 do
+                tempConnPartIndex=connPartsIndex[math.random(1,connParts)]
+                -- This checks whether there has to be a connection part between (x,y,z) and (x+1,y,z) or not. First it checks if there is a part at (x,y,z) and
+                --  then it checks if that part can have a connection into the positive x-direction, if it can, it checks if there is a part at (x+1,y,z) and
+                --  if that part can have a connection into the negative x-direction, if both can, it prints the xml code to set a connection part.
+                if grid[x][y][z][0]==1 and (grid[x][y][z][1]=="+" or grid[x][y][z][1]=="+-") and grid[x+1][y][z][0]==1 and (grid[x+1][y][z][1]=="-" or grid[x+1][y][z][1]=="+-") then
+                    -- This prints the connection part, the +1/2 is because the connection is set exactly in the middle of two gridpoints.
+                    printModel(x+1/2,y,z,tempConnPartIndex,false,1)
+                end
+                -- The same as in the x-direction, but for the y-direction.
+                if grid[x][y][z][0]==1 and ( grid[x][y][z][2]=="+" or grid[x][y][z][2]=="+-" ) and grid[x][y+1][z][0]==1 and ( grid[x][y+1][z][2]=="-" or grid[x][y+1][z][2]=="+-" ) then
+                    printModel(x,y+1/2,z,tempConnPartIndex,false,2)
+                end
+                -- The same as in the x-direction, but for the z-direction.
+                if grid[x][y][z][0]==1 and ( grid[x][y][z][3]=="+" or grid[x][y][z][3]=="+-" ) and grid[x][y][z+1][0]==1 and ( grid[x][y][z+1][3]=="-" or grid[x][y][z+1][3]=="+-" ) then
+                    printModel(x,y,z+1/2,tempConnPartIndex,false,3)
+                end
+            end
+        end
+    end
 end
 -- End attach all connectionparts.
 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -670,7 +670,7 @@
 
 -- This function is for the lazy guys, which do not care how the space station looks like, so I use some good standard values.
 function createSpaceStation()
-	createSpaceStationPar(0,4,1,2,1,6,1,100)
+    createSpaceStationPar(0,4,1,2,1,6,1,100)
 end
 -- End createSpaceStaion() function.
 

Modified: code/branches/presentation2012merge/data/levels/includes/asteroidField.lua
===================================================================
--- code/branches/presentation2012merge/data/levels/includes/asteroidField.lua	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/includes/asteroidField.lua	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,103 +1,101 @@
 --[[ fog generator
 generates fog
-	posX, posY, posZ - position in space
-	size - size of billboard
-	brightness - [0,1] fog brightness
+    posX, posY, posZ - position in space
+    size - size of billboard
+    brightness - [0,1] fog brightness
 --]]
 function generateFog(posX, posY, posZ, size, brightness)
-		print("<Billboard ")
-			print("position = \"") 
-				print(posX) print(",") 
-				print(posY) print(",") 
-				print(posZ) print("\" ") 
-			print("colour=\"")
-				print(brightness) print(",") 
-				print(brightness) print(",") 
-				print(brightness) print("\" ") 
-			print("material=\"Smoke/Smoke\" scale=")
-			print(size)
-			print(" />")
+    print("<Billboard ")
+        print("position = \"")
+            print(posX) print(",")
+            print(posY) print(",")
+            print(posZ) print("\" ")
+        print("colour=\"")
+            print(brightness) print(",")
+            print(brightness) print(",")
+            print(brightness) print("\" ")
+        print("material=\"Smoke/Smoke\" scale=")
+        print(size)
+    print(" />")
 end
 
 --[[ asteroid field generator
 generates asteroid field
-	posX, posY, posZ - position in space
-	minSize, maxSize - size boundaries of each asteroid
-	radius - size of the cube around position in space
-	count - number of asteroids
-	fog - enable fog 0/1
+    posX, posY, posZ - position in space
+    minSize, maxSize - size boundaries of each asteroid
+    radius - size of the cube around position in space
+    count - number of asteroids
+    fog - enable fog 0/1
 --]]
 function asteroidField(posX, posY, posZ, minSize, maxSize, radius, count, fog)
-	for i = 1, count, 1
-	do
-		size = (math.random() * (maxSize - minSize)) + minSize
-		pX = (2 * math.random() * radius) - radius + posX
-		pY = (2 * math.random() * radius) - radius + posY
-		pZ = (2 * math.random() * radius) - radius + posZ
-		print("<StaticEntity ")
-		
-		print("position = \"") 
-		print(pX) print(",") 
-		print(pY) print(",") 
-		print(pZ) print("\" ")
-		
-		print("scale = \"") print(size) print("\" ")
-		
-		print("collisionType = static linearDamping = 0.8 angularDamping = 1 ") 
-		print("collisiondamage = 1000 enablecollisiondamage = true>")
-		
-		print("<attached>")
-			print("<Model mass=\"") print(size * 10) print("\" ")
-			print("mesh=\"ast") print(math.mod(i,6) + 1) print(".mesh\" />")
-		print("</attached>")
-		
-		print("<collisionShapes> ")
-			print("<SphereCollisionShape radius=\"") 
-			print(size * 2.5) print("\" />")
-		print("</collisionShapes>")
-		
-		print("</StaticEntity>")
-		
-		if fog == 1 and i % 5 == 0 then
-			generateFog(pX, pY, pZ, radius*0.04, 0.2)
-		end
-	end
+    for i = 1, count, 1 do
+        size = (math.random() * (maxSize - minSize)) + minSize
+        pX = (2 * math.random() * radius) - radius + posX
+        pY = (2 * math.random() * radius) - radius + posY
+        pZ = (2 * math.random() * radius) - radius + posZ
+        print("<StaticEntity ")
+
+        print("position = \"")
+        print(pX) print(",")
+        print(pY) print(",")
+        print(pZ) print("\" ")
+
+        print("scale = \"") print(size) print("\" ")
+
+        print("collisionType = static linearDamping = 0.8 angularDamping = 1 ")
+        print("collisiondamage = 1000 enablecollisiondamage = true>")
+
+        print("<attached>")
+            print("<Model mass=\"") print(size * 10) print("\" ")
+            print("mesh=\"ast") print(math.mod(i,6) + 1) print(".mesh\" />")
+        print("</attached>")
+
+        print("<collisionShapes> ")
+            print("<SphereCollisionShape radius=\"")
+            print(size * 2.5) print("\" />")
+        print("</collisionShapes>")
+
+        print("</StaticEntity>")
+
+        if fog == 1 and i % 5 == 0 then
+            generateFog(pX, pY, pZ, radius*0.04, 0.2)
+        end
+    end
 end
 
 
 --[[ asteroid belt generator
 generates asteroid belt
-	posX, posY, posZ - position in space
-	yaw, pitch - rotation
-	minSize, maxSize - size boundaries of each asteroid
-	radius0, radius1 - inner/outer radius
-	count - number of asteroids
-	fog - enable fog 0/1
+    posX, posY, posZ - position in space
+    yaw, pitch - rotation
+    minSize, maxSize - size boundaries of each asteroid
+    radius0, radius1 - inner/outer radius
+    count - number of asteroids
+    fog - enable fog 0/1
 --]]
 function asteroidBelt(centerX, centerY, centerZ, yaw, pitch, segments, minSize, maxSize, radius0, radius1, count, fog)
-	dPhi = (2 * math.pi) / segments
-	width = math.abs(radius1 - radius0)
-	radius = (radius1 + radius0) / 2
-	segmentCount = count / segments
-	
-	print("<StaticEntity collisionType=static yaw=") print(yaw) 
-	print(" pitch=") print(pitch)
-	
-	print(" position = \"") 
-		print(centerX) print(",") 
-		print(centerY) print(",") 
-		print(centerZ) print("\"") 
-	print(">")
-	
-	print("<attached>")
-	
-	for i = 0, segments - 1, 1
-	do
-		asteroidField((radius * math.cos(i * dPhi)),
-					(radius * math.sin(i * dPhi)),
-					0, minSize, maxSize, width, segmentCount, fog)
-	end
-	
-	print("</attached>")
-	print("</StaticEntity>")
+    dPhi = (2 * math.pi) / segments
+    width = math.abs(radius1 - radius0)
+    radius = (radius1 + radius0) / 2
+    segmentCount = count / segments
+
+    print("<StaticEntity collisionType=static yaw=") print(yaw)
+    print(" pitch=") print(pitch)
+
+    print(" position = \"")
+        print(centerX) print(",")
+        print(centerY) print(",")
+        print(centerZ) print("\"")
+    print(">")
+
+    print("<attached>")
+
+    for i = 0, segments - 1, 1 do
+        asteroidField((radius * math.cos(i * dPhi)),
+                    (radius * math.sin(i * dPhi)),
+                    0, minSize, maxSize, width, segmentCount, fog)
+    end
+
+    print("</attached>")
+    print("</StaticEntity>")
 end

Modified: code/branches/presentation2012merge/data/levels/includes/weaponSettingsFPS.oxi
===================================================================
--- code/branches/presentation2012merge/data/levels/includes/weaponSettingsFPS.oxi	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/includes/weaponSettingsFPS.oxi	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,8 +1,10 @@
     <weaponslots>
       <WeaponSlot position="0,0,0" yaw=0 pitch=0 roll=0 />
- <!--      <WeaponSlot position="-0.5,0.8,2.5" yaw=0 pitch=0 roll=0 />
+<!--
+      <WeaponSlot position="-0.5,0.8,2.5" yaw=0 pitch=0 roll=0 />
       <WeaponSlot position="15,-1.5,-25" yaw=0 pitch=0 roll=0 />
-      <WeaponSlot position="0,0,-45" yaw=0 pitch=0 roll=0 /> -->
+      <WeaponSlot position="0,0,-45" yaw=0 pitch=0 roll=0 />
+-->
     </weaponslots>
     <weaponsets>
       <WeaponSet firemode=0 />
@@ -10,14 +12,14 @@
     </weaponsets>
     <weapons>
       <WeaponPack firemode=0>
-	<links>
+        <links>
           <DefaultWeaponmodeLink firemode=0 weaponmode=0 />
           <DefaultWeaponmodeLink firemode=1 weaponmode=1 />
           <DefaultWeaponmodeLink firemode=2 weaponmode=2 />
         </links>
-	<Weapon>
-	   <HsW01 mode=0 munitionpershot=0 delay=0.0 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.7, -0.3, -3" />
-           <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20/>
+        <Weapon>
+          <HsW01 mode=0 munitionpershot=0 delay=0.0 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.7, -0.3, -3" />
+          <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20/>
         </Weapon>
         <LaserGun
             position="0,0,0"
@@ -27,7 +29,7 @@
             speed="1000"
             unlimitedMunition=true
         />
-  <!--       <LaserGun
+        <!--LaserGun
             position="0,0,0"
             munitionType="LaserGunMunition"
             bulletLoadingTime="0.2"
@@ -44,6 +46,6 @@
             magazineLoadingTime="3"
             speed="600"
             unlimitedMunition=true
-        /> -->
+        /-->
       </WeaponPack>
     </weapons>

Modified: code/branches/presentation2012merge/data/levels/lastManStanding.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/lastManStanding.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/lastManStanding.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -32,7 +32,7 @@
       include("includes/pickups.oxi")
     ?>
 
-<!----- Spawnpoints 
+<!----- Spawnpoints
     <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
     <SpawnPoint team=0 position="-1150,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
     <SpawnPoint team=0 position="1150,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
@@ -43,7 +43,7 @@
 <Bot />
 
 <!-- ------------ middle asteroid -------------- -->
-    <StaticEntity position="0,0,0" collisionType=static>    
+    <StaticEntity position="0,0,0" collisionType=static>
         <attached>
             <MovableEntity position="0,20,0" rotationrate="-4.5" rotationaxis="0,1,0" >
                 <attached>
@@ -78,7 +78,7 @@
     <StaticEntity position="<?lua print(y) ?>,0,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="<?lua print(j * 2) ?>,100,<?lua print(j * 2) ?>" position = "0,0,0" />
@@ -88,7 +88,7 @@
     <StaticEntity position="<?lua print(y) ?>,100,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i+3,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -98,7 +98,7 @@
     <StaticEntity position="<?lua print(y) ?>,200,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i*5,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -108,7 +108,7 @@
     <StaticEntity position="<?lua print(y) ?>,-100,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i*13+1,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -118,7 +118,7 @@
     <StaticEntity position="<?lua print(y) ?>,-200,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i*17,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -129,7 +129,7 @@
     <StaticEntity position="<?lua print(y) ?>,300,<?lua print(z) ?>" scale="<?lua print(j * 2.1) ?>" pitch="90" roll="180" yaw="<?lua print(-90+i*360/max) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=25 mesh="ast6.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="50,140,30" position="0,0,0"/>

Modified: code/branches/presentation2012merge/data/levels/lastTeamStanding.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/lastTeamStanding.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/lastTeamStanding.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -73,7 +73,7 @@
     <StaticEntity position="<?lua print(y) ?>,0,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="<?lua print(j * 2) ?>,100,<?lua print(j * 2) ?>" position = "0,0,0" />
@@ -83,7 +83,7 @@
     <StaticEntity position="<?lua print(y) ?>,100,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i+3,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -93,7 +93,7 @@
     <StaticEntity position="<?lua print(y) ?>,200,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i*5,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -103,7 +103,7 @@
     <StaticEntity position="<?lua print(y) ?>,-100,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i*13+1,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -113,7 +113,7 @@
     <StaticEntity position="<?lua print(y) ?>,-200,<?lua print(z) ?>" scale="<?lua print(j * 2) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=15 mesh="ast<?lua print( math.mod(i*17,6) + 1) ?>.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="45,100,45" position = "0,0,0" />
@@ -124,7 +124,7 @@
     <StaticEntity position="<?lua print(y) ?>,300,<?lua print(z) ?>" scale="<?lua print(j * 2.1) ?>" pitch="90" roll="180" yaw="<?lua print(-90+i*360/max) ?>" collisionType=static >
       <attached>
         <Model position="0,0,0" scale=25 mesh="ast6.mesh">
-	</Model>
+        </Model>
       </attached>
       <collisionShapes>
         <BoxCollisionShape    halfExtents="50,140,30" position="0,0,0"/>

Modified: code/branches/presentation2012merge/data/levels/old/CuboidSpaceStation.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/old/CuboidSpaceStation.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/old/CuboidSpaceStation.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,25 +1,25 @@
 <?lua
-	include("HUDTemplates3.oxo")
+    include("HUDTemplates3.oxo")
 ?>
 
 <?lua
-	include("templates/spaceshipAssff.oxt")
+    include("templates/spaceshipAssff.oxt")
 ?>
 
 <Level
-	name = "SpaceStation test Space!"
-	description = "All the new SpaceStations are created here!"
+    name = "SpaceStation test Space!"
+    description = "All the new SpaceStations are created here!"
 >
-	<Scene
-		ambientlight = "0.5, 0.5, 0.5"
-		skybox = "Orxonox/Starbox"
-	>
+    <Scene
+        ambientlight = "0.5, 0.5, 0.5"
+        skybox = "Orxonox/Starbox"
+    >
 
 
 
 <!-------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
 <?lua
-	dofile("includes/CuboidSpaceStation.lua")
+    dofile("includes/CuboidSpaceStation.lua")
 ?>
 
 <!-- The following examples insert some space station in various ways, so I guess you will understand how to use my .lua file and the functions of it.
@@ -28,7 +28,7 @@
 <!-- Here I add a space station at position 0,0,0 without velocity and no rotation.
 --->
 <?lua
-	createSpaceStation()
+    createSpaceStation()
 ?>
 
 
@@ -36,11 +36,11 @@
 <!-- Here I add a space station at position 0,0,-5000 without velocity and no rotation.
 --->
 <PositionableEntity scale=1 position="0,0,-5000">
-	<attached>
-		<?lua
-			createSpaceStation()
-		?>
-	</attached>
+    <attached>
+        <?lua
+            createSpaceStation()
+        ?>
+    </attached>
 </PositionableEntity>
 
 
@@ -48,11 +48,11 @@
 <!-- Here I add a space station at position 5000,0,0 with velocity 50,0,0 and a rotation so that the space station faces into the positive x-axis.
 --->
 <MovableEntity scale=1 position="5000,0,0" velocity="50,0,0" yaw=-90>
-	<attached>
-		<?lua
-			createSpaceStation()
-		?>
-	</attached>
+    <attached>
+        <?lua
+            createSpaceStation()
+        ?>
+    </attached>
 </MovableEntity>
 
 
@@ -60,11 +60,11 @@
 <!-- Here I add a space station at position -5000,0,0 without velocity but rotation around his own y-axis.
 --->
 <MovableEntity scale=1 position="-5000,0,0" rotationaxis="0,1,0" rotationrate=5>
-	<attached>
-		<?lua
-			createSpaceStation()
-		?>
-	</attached>
+    <attached>
+        <?lua
+            createSpaceStation()
+        ?>
+    </attached>
 </MovableEntity>
 
 
@@ -76,16 +76,16 @@
 ---- Then I rotate also the second MovableEntity around his own z-axis, so the space station rotates also around its own axis.
 --->
 <MovableEntity scale=1 position="0,0,0" rotationaxis="0,1,0" rotationrate=3>
-	<attached>
-		<MovableEntity scale=1 position="10000,0,0" rotationaxis="0,0,1" rotationrate=2>
-			<attached>
-				<?lua
-					-- Here I use the createSpaceStationPar(...) function, which has 8 arguments, see the .lua file at the top to understand them.
-					createSpaceStationPar(0,2,1,2,1,2,1,50)
-				?>
-			</attached>
-		</MovableEntity>
-	</attached>
+    <attached>
+        <MovableEntity scale=1 position="10000,0,0" rotationaxis="0,0,1" rotationrate=2>
+            <attached>
+                <?lua
+                    -- Here I use the createSpaceStationPar(...) function, which has 8 arguments, see the .lua file at the top to understand them.
+                    createSpaceStationPar(0,2,1,2,1,2,1,50)
+                ?>
+            </attached>
+        </MovableEntity>
+    </attached>
 </MovableEntity>
 
 
@@ -94,7 +94,7 @@
 
 
 
-	<ParticleSpawner position="0,0,0" source="Orxonox/BigExplosion1part3" lifetime=2.0 loop=0 autostart=0>
+    <ParticleSpawner position="0,0,0" source="Orxonox/BigExplosion1part3" lifetime=2.0 loop=0 autostart=0>
       <events>
         <spawn>
           <EventTrigger delay=1>

Modified: code/branches/presentation2012merge/data/levels/presentationFS10Ed.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/presentationFS10Ed.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/presentationFS10Ed.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -38,7 +38,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="25,25,25" />
       </collisionShapes>
   </Pawn>
- 
+
   <Pawn health=100 position="0,-35,0" direction="0,-1,0" collisionType=dynamic mass=100000>
       <attached>
         <Model position="0,0,0" mesh="crate.mesh" scale3D="5,5,5" />
@@ -47,7 +47,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="25,25,25" />
       </collisionShapes>
   </Pawn>
- 
+
   <StaticEntity position="0,-50,0" direction="0,-1,0" collisionType=static mass=100000 >
       <attached>
         <Model position="0,0,0" mesh="cube.mesh" scale3D="100,100,10" />
@@ -65,7 +65,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="100,100,10" />
       </collisionShapes>
   </StaticEntity>
- 
+
    <StaticEntity position="600,-20,0" direction="0,-1,0" collisionType=static mass=100000 >
       <attached>
         <Model position="0,0,0" mesh="cube_green.mesh" scale3D="100,100,10" />
@@ -83,7 +83,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="100,100,10" />
       </collisionShapes>
   </StaticEntity>
- 
+
   <StaticEntity position="600,40,250" direction="0,-1,0" collisionType=static mass=100000 >
       <attached>
         <Model position="0,0,0" mesh="cube.mesh" scale3D="100,100,10" />
@@ -92,8 +92,8 @@
         <BoxCollisionShape position="0,0,0" halfExtents="100,100,10" />
       </collisionShapes>
   </StaticEntity>
- 
- 
+
+
    <StaticEntity position="6000,0,10250" direction="0,0,0" collisionType=static mass=100000 >
       <attached>
         <Model position="0,0,0" mesh="cube_green.mesh" scale3D="10000,10,10000" />
@@ -102,7 +102,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="10000,10,10000" />
       </collisionShapes>
   </StaticEntity>
-  
+
   <Pawn health=100 position="530,70,1450" direction="-1,0,0" collisionType=dynamic mass=1 >
       <attached>
         <Model position="0,0,0" mesh="cube_red.mesh" scale3D="60,60,10" />
@@ -111,7 +111,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="60,60,10" />
       </collisionShapes>
   </Pawn>
-  
+
   <Pawn health=100 position="670,70,1450" direction="-1,0,0" collisionType=dynamic mass=1 >
       <attached>
         <Model position="0,0,0" mesh="cube_red.mesh" scale3D="60,60,10" />
@@ -120,7 +120,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="60,60,10" />
       </collisionShapes>
   </Pawn>
-  
+
    <Pawn health=100 position="600,70,1500" direction="0,0,-1" collisionType=dynamic mass=1 >
       <attached>
         <Model position="0,0,0" mesh="cube_red.mesh" scale3D="60,60,10" />
@@ -129,7 +129,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="60,60,10" />
       </collisionShapes>
   </Pawn>
-  
+
    <Pawn health=100 position="600,150,1450" direction="0,-1,0" collisionType=dynamic mass=1 >
       <attached>
         <Model position="0,0,0" mesh="cube.mesh" scale3D="90,80,10" />
@@ -138,7 +138,7 @@
         <BoxCollisionShape position="0,0,0" halfExtents="90,80,10" />
       </collisionShapes>
   </Pawn>
-  
+
   <Pawn health=100 position="600,35,1450" direction="0,-1,0" collisionType=dynamic mass=1 >
       <attached>
         <Model position="0,0,0" mesh="crate.mesh" scale3D="5,5,5" />
@@ -147,8 +147,8 @@
         <BoxCollisionShape position="0,0,0" halfExtents="25,25,25" />
       </collisionShapes>
   </Pawn>
- 
 
+
   <SpawnPoint position="0,300,0" direction="0, 0, 0" lookat="0,0,100000000" spawnclass=FpsPlayer pawndesign=fps />
 
 
@@ -162,10 +162,10 @@
   <Pawn position="<?lua print( (math.random()+10) * 1000 - 9800) ?>,<?lua print(math.random()) ?>,<?lua print( (math.random()+10) * 2000 - 19500) ?>" direction="<?lua print( (math.random()+10) * 10 - 100) ?>,<?lua print(math.random()) ?>,<?lua print(math.random()) ?>" collisionType=dynamic linearDamping=0.8 angularDamping=0 mass=<?lua print(j * 100)?> >
       <attached>
         <Model position="0,0,0" scale3D="<?lua print(j*100) ?>,<?lua print(g*100) ?>,<?lua print(h*100) ?>" mesh="cube<?lua
-	if math.mod(i,4)==0 then print('_green') end
-	if math.mod(i,4)==1 then print('_red') end
-	if math.mod(i,4)==2 then print('_orange') end
-	?>.mesh" /> <!--if it's 3, cube.mesh is taken -> yellow -->
+        if math.mod(i,4)==0 then print('_green') end
+        if math.mod(i,4)==1 then print('_red') end
+        if math.mod(i,4)==2 then print('_orange') end
+        ?>.mesh" /> <!--if it's 3, cube.mesh is taken -> yellow -->
       </attached>
       <collisionShapes>
         <BoxCollisionShape position="0,0,0" halfExtents="<?lua print(j*100) ?>,<?lua print(g*100) ?>,<?lua print(h*100) ?>" />

Modified: code/branches/presentation2012merge/data/levels/presentationHS11.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/presentationHS11.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/presentationHS11.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -137,10 +137,10 @@
 
 
 <!-- Generate asteroid field and asteroid belt -->
-<!-- asteroidBelt(centerX, centerY, centerZ, yaw, pitch, segments, minSize, maxSize, radius0, radius1, count, fog) --> 
+<!-- asteroidBelt(centerX, centerY, centerZ, yaw, pitch, segments, minSize, maxSize, radius0, radius1, count, fog) -->
     <?lua
-    	dofile("includes/asteroidField.lua")
-    	asteroidBelt(20000, 0, 13000, -48, -34, 70, 100, 200, 22000, 20000, 500, 1)
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(20000, 0, 13000, -48, -34, 70, 100, 200, 22000, 20000, 500, 1)
 
     ?>
 

Modified: code/branches/presentation2012merge/data/levels/surfaceRace.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/surfaceRace.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/surfaceRace.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -11,7 +11,7 @@
   include("templates/lodInformation.oxt")
   include("templates/spaceshipRace.oxt")
   include("templates/pickupRepresentationTemplates.oxt")
- 
+
 ?>
 
 
@@ -38,17 +38,17 @@
 
 
 <SpaceRaceManager>
- <checkpoints>	
-	<RaceCheckPoint name="checkpoint1" position="0,8050,-1000" direction="0,1,0" collisionType="static" scale="4" distance="150" checkpointindex="0" islast="false" nextcheckpoints="1,-1,-1">
+ <checkpoints>
+    <RaceCheckPoint name="checkpoint1" position="0,8050,-1000" direction="0,1,0" collisionType="static" scale="4" distance="150" checkpointindex="0" islast="false" nextcheckpoints="1,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
-	
-<!-- 
-		<Model position="0,0,55" mesh="testcube.mesh" scale3D="110,20,20" />
-		<Model position="0,0,-55" mesh="testcube.mesh" scale3D="110,20,20" />
-		<Model position="55,0,0" mesh="testcube.mesh" scale3D="20,20,110" />
-		<Model position="-55,0,0" mesh="testcube.mesh" scale3D="20,20,110" />
 
+<!--
+        <Model position="0,0,55" mesh="testcube.mesh" scale3D="110,20,20" />
+        <Model position="0,0,-55" mesh="testcube.mesh" scale3D="110,20,20" />
+        <Model position="55,0,0" mesh="testcube.mesh" scale3D="20,20,110" />
+        <Model position="-55,0,0" mesh="testcube.mesh" scale3D="20,20,110" />
+
 -->
 
 
@@ -56,7 +56,7 @@
 
 
 
-	<collisionShapes>
+    <collisionShapes>
 
 
             <BoxCollisionShape position="0,0,220"     halfExtents="220, 40, 40" />
@@ -64,27 +64,27 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
 
 
-	
+
     </RaceCheckPoint>
 
 <RaceCheckPoint name="checkpoint2" position="1000,8050,-4000" direction="0,1,0" roll="45" collisionType="static" scale="4" distance="150" checkpointindex="1" islast="false" nextcheckpoints="2,-1,-1">
         <attached>
             <Model mass="50" scale="50" mesh="raceCheckPoint.mesh" />
         </attached>
-       
 
+
            <collisionShapes>
 
             <BoxCollisionShape position="0,0,220"     halfExtents="220, 40, 40" />
             <BoxCollisionShape position="0,0,-220"      halfExtents="220, 40, 40" />
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
-	 
+
         </collisionShapes>
     </RaceCheckPoint>
 
@@ -102,7 +102,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -120,7 +120,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -138,7 +138,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -156,7 +156,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
     </RaceCheckPoint>
 
@@ -174,7 +174,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -191,7 +191,7 @@
             <BoxCollisionShape position="0,0,-220"      halfExtents="220, 40, 40" />
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
-	 
+
         </collisionShapes>
     </RaceCheckPoint>
 
@@ -208,7 +208,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -226,7 +226,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -243,7 +243,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -260,7 +260,7 @@
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
 
-	 
+
         </collisionShapes>
 
     </RaceCheckPoint>
@@ -277,7 +277,7 @@
             <BoxCollisionShape position="0,0,-220"      halfExtents="220, 40, 40" />
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
-	 
+
         </collisionShapes>
     </RaceCheckPoint>
 
@@ -292,7 +292,7 @@
             <BoxCollisionShape position="0,0,-220"      halfExtents="220, 40, 40" />
             <BoxCollisionShape position="220,0,0"      halfExtents="40, 40, 220" />
             <BoxCollisionShape position="-220,0,0"       halfExtents="40, 40, 220" />
-	 
+
         </collisionShapes>
     </RaceCheckPoint>
 
@@ -302,31 +302,31 @@
 
  <SpawnPoint team=0 position="0,8050,0" lookat="0,8000,-8000" spawnclass=SpaceShip pawndesign=spaceshipRace />
 
-  
-	<!-- -----------------------Zylinder---------------------------- -->
+
+    <!-- -----------------------Zylinder---------------------------- -->
 <StaticEntity position="2750,8050,6000" direction="1,0,0" roll="90"  scale="4" collisionType=static mass=100000 friction=0.01 >
       <attached>
-	<Model position="0,0,0" mesh="cylinder.mesh" scale3D="100,100,400" />
-	<!--
-            	<Model position="0,80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
-		<Model position="0,-80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
-		<Model position="80,0,600" mesh="testcube.mesh" scale3D="18,90,-600" />
-		<Model position="-80,0,600" mesh="testcube.mesh" scale3D="18,09,-600" />
-	 -->
+    <Model position="0,0,0" mesh="cylinder.mesh" scale3D="100,100,400" />
+    <!--
+                <Model position="0,80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
+        <Model position="0,-80,600" mesh="testcube.mesh" scale3D="90,18,-600" />
+        <Model position="80,0,600" mesh="testcube.mesh" scale3D="18,90,-600" />
+        <Model position="-80,0,600" mesh="testcube.mesh" scale3D="18,09,-600" />
+    -->
 
       </attached>
 
 
- 	<collisionShapes>
-          
-            	
-		<BoxCollisionShape position="0,320,2400"            halfExtents="360,72,2400" />
-		<BoxCollisionShape position="0,-320,2400"      halfExtents="360,72,2400" />
-		<BoxCollisionShape position="320,0,2400"            halfExtents="72,360,2400" />
-		<BoxCollisionShape position="-320,0,2400"     halfExtents="72,360,2400" />
-            	
+    <collisionShapes>
 
-	
+
+        <BoxCollisionShape position="0,320,2400"            halfExtents="360,72,2400" />
+        <BoxCollisionShape position="0,-320,2400"      halfExtents="360,72,2400" />
+        <BoxCollisionShape position="320,0,2400"            halfExtents="72,360,2400" />
+        <BoxCollisionShape position="-320,0,2400"     halfExtents="72,360,2400" />
+
+
+
         </collisionShapes>
 
   </StaticEntity>
@@ -334,38 +334,38 @@
 <!-- ------------------Cube between gate 4 and 5----------------- -->
 <StaticEntity position="4465,8050,-500" direction="0,0,0"   scale="1" collisionType=static mass=100000 friction=0.01 >
       <attached>
-	<Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
+    <Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
 <!--
-            	<Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
-		-->
+                <Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
+        -->
 
       </attached>
 
 
- 	<collisionShapes>
-          
-            	
-		<BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+    <collisionShapes>
 
+
+        <BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+
         </collisionShapes>
 
   </StaticEntity>
 
 <StaticEntity position="3535,8050,-500" direction="0,0,0"   scale="1" collisionType=static mass=100000 friction=0.01 >
       <attached>
-	<Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
+    <Model position="0,0,0" mesh="blackcube.mesh" scale3D="450,600,50" />
 <!--
-            	<Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
-		 -->
+                <Model position="0,0,0" mesh="testcube.mesh" scale3D="450,600,50" />
+        -->
 
       </attached>
 
 
- 	<collisionShapes>
-          
-            	
-		<BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+    <collisionShapes>
 
+
+        <BoxCollisionShape position="0,0,0"            halfExtents="450,600,50" />
+
         </collisionShapes>
 
   </StaticEntity>
@@ -373,7 +373,7 @@
 
 
 
-	<!-- ------------------Boden----------------- -->
+    <!-- ------------------Boden----------------- -->
   <StaticEntity position="0,0,0" direction="0,0,0" collisionType=static mass=100000 friction=0.01>
      <attached>
         <Model position="0,0,0" mesh="CubeGround.mesh" scale3D="8000,8000,8000" />
@@ -381,7 +381,7 @@
       <collisionShapes>
         <BoxCollisionShape position="0,50,0" halfExtents="8000,8000,8000" />um j?:P"{
 
-      </collisionShapes> 
+      </collisionShapes>
 </StaticEntity>
 
 
@@ -415,10 +415,10 @@
     max = 15
     for i = 0, max, 1
     do
-	x=-12000
-	y=10000
-	z=-12000
- 
+    x=-12000
+    y=10000
+    z=-12000
+
     ?>
     <?lua
     for k = 1, 15, 1

Modified: code/branches/presentation2012merge/data/levels/templates/FPS.oxt
===================================================================
--- code/branches/presentation2012merge/data/levels/templates/FPS.oxt	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/templates/FPS.oxt	2012-06-03 16:05:24 UTC (rev 9272)
@@ -16,20 +16,20 @@
    mass              = 100
    linearDamping     = 0.7
    angularDamping    = 0.9999999
-   friction	     = 0.01
-   
+   friction          = 0.01
+
    weapon            = "hs-w01.mesh"
   >
     <collisionShapes>
       <BoxCollisionShape position="0,-20,0" halfExtents="15,25,15" />
     </collisionShapes>
-    
+
     <camerapositions>
       <CameraPosition position="-1,1,2.2" drag=false mouselook=true />
     </camerapositions>
-    
+
     <?lua
-	include("../includes/weaponSettingsFPS.oxi")
+        include("../includes/weaponSettingsFPS.oxi")
     ?>
 
   </FpsPlayer>
@@ -39,14 +39,14 @@
   <FpsPlayer>
     <camerapositions>
       <CameraPosition position="0,0,20" drag=false mouselook=true />
-      
+
       <!--
       CameraPosition position="0,150,-25" pitch=-90 drag=true />
       <CameraPosition position="0,0,-40" yaw=180 drag=true />
       <CameraPosition position="0,3,-14" yaw=0 />
       <CameraPosition position="-50,5,-8" yaw=-90 drag=true />
       <CameraPosition position="50,5,-8" yaw=90 drag=true /
-      
+
     </camerapositions>
   </FpsPlayer>
 </Template>

Modified: code/branches/presentation2012merge/data/levels/templates/tower.oxt
===================================================================
--- code/branches/presentation2012merge/data/levels/templates/tower.oxt	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/templates/tower.oxt	2012-06-03 16:05:24 UTC (rev 9272)
@@ -1,7 +1,7 @@
 <Template name=tower>
   <Tower
 
- 
+
    explosionchunks        = 6
 
    reloadrate          = 3
@@ -12,21 +12,21 @@
 
 
   >
-  	<controller>
-		<WaypointPatrolController alertnessradius=1000 team=5>
-			<waypoints>
-				<Model mesh="cube.mesh" scale=0 position=" 700, 200, 100" />
-			</waypoints>
-		</WaypointPatrolController>
-	</controller>
+    <controller>
+        <WaypointPatrolController alertnessradius=1000 team=5>
+            <waypoints>
+                <Model mesh="cube.mesh" scale=0 position=" 700, 200, 100" />
+            </waypoints>
+        </WaypointPatrolController>
+    </controller>
 
 
     <attached>
-		<Model position="0,0,0" scale=45 mesh="Tower.mesh" />
+        <Model position="0,0,0" scale=45 mesh="Tower.mesh" />
     </attached>
 
     <!--collisionShapes>
-    
+
     </collisionShapes-->
 
 <?lua

Modified: code/branches/presentation2012merge/data/levels/testStars.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/testStars.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/testStars.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -29,16 +29,16 @@
 <!--Rocket position="-10, 3.5,800" velocity="0,0,-100">
       <attached>
         <Model pitch=180 position="0,0,0" scale=1.5 mesh="rocket_test.mesh" >
-	  <attached>
-           <ParticleEmitter pitch=0 roll=0 position="0,5,0" source="Orxonox/laser" lifetime=2.0 loop=1 startdelay=3.0/>
-           <ParticleEmitter pitch=-90 roll=0 position="0,-5,0" source="Orxonox/particlecanon" lifetime=2.0 loop=1 startdelay=3.0/>
-           <ParticleEmitter pitch=-90 roll=0 position="0,0,-2" source="Orxonox/rocketfire" lifetime=2.0 loop=1 startdelay=3.0 />
-	   <ParticleEmitter pitch=-90 roll=0 position="0,0,-2" source="Orxonox/smoke" lifetime=2.0 loop=1 startdelay=3.0 />
+          <attached>
+            <ParticleEmitter pitch=0 roll=0 position="0,5,0" source="Orxonox/laser" lifetime=2.0 loop=1 startdelay=3.0/>
+            <ParticleEmitter pitch=-90 roll=0 position="0,-5,0" source="Orxonox/particlecanon" lifetime=2.0 loop=1 startdelay=3.0/>
+            <ParticleEmitter pitch=-90 roll=0 position="0,0,-2" source="Orxonox/rocketfire" lifetime=2.0 loop=1 startdelay=3.0 />
+            <ParticleEmitter pitch=-90 roll=0 position="0,0,-2" source="Orxonox/smoke" lifetime=2.0 loop=1 startdelay=3.0 />
           </attached>
-	  </Model>
-	</attached>
+        </Model>
+      </attached>
     </Rocket-->
-    
+
     <CreateStars numStars="6000" material="Examples/Flare" colour="1,1,1" radius=10000 colourDiff=0.1/>
 
     <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0" />

Modified: code/branches/presentation2012merge/data/levels/towerDefense.oxw
===================================================================
--- code/branches/presentation2012merge/data/levels/towerDefense.oxw	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/levels/towerDefense.oxw	2012-06-03 16:05:24 UTC (rev 9272)
@@ -41,7 +41,7 @@
 </Template>
 
 
-<!-- Template for a tower 	EDIT: new towertemplate is included with "templates/tower" -->
+<!-- Template for a tower   EDIT: new towertemplate is included with "templates/tower" -->
 <!--Template name=towertemplate>
   <Tower>
     <attached>
@@ -58,81 +58,81 @@
   <templates>
     <Template link=lodtemplate_default />
   </templates>
-  
+
   <?lua include("includes/notifications.oxi") ?>
 
   <Scene
     ambientlight = "0.8, 0.8, 0.8"
     skybox       = "Orxonox/Starbox"
   >
-  
-  	<Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
-    
-	<!-- Spawns the camera, attached to a crate -->
-	<SpawnPoint team=0 position="0,0,0" spawnclass=Pawn pawndesign=centerpointmark />
-	<!--TeamSpawnPoint team=1 position="-7,7,4" direction="-1,0,0" roll=90 yaw=0 spawnclass=SpaceShip pawndesign=spaceshipassff /-->
-	
- 	<!--SpawnPoint team=1 position="0,0,10" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff  /-->
- 	<!--SpawnPoint team=0 position="0,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /-->
- 	
-	<SpaceShip position="-700,-500, 100" lookat="0,0,0" scale=3 team=1 >
+
+    <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
+
+    <!-- Spawns the camera, attached to a crate -->
+    <SpawnPoint team=0 position="0,0,0" spawnclass=Pawn pawndesign=centerpointmark />
+    <!--TeamSpawnPoint team=1 position="-7,7,4" direction="-1,0,0" roll=90 yaw=0 spawnclass=SpaceShip pawndesign=spaceshipassff /-->
+
+    <!--SpawnPoint team=1 position="0,0,10" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff  /-->
+    <!--SpawnPoint team=0 position="0,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /-->
+
+    <SpaceShip position="-700,-500, 100" lookat="0,0,0" scale=3 team=1 >
       <templates>
         <Template link=spaceshipassff />
       </templates>
       <controller>
         <WaypointController accuracy=60>
           <waypoints>
-			  <!-- 1,3 10,3 10,11, 13,11 -->
+            <!-- 1,3 10,3 10,11, 13,11 -->
             <Model mesh="cube.mesh" scale=0 position="-700,-500, 150" />
             <Model mesh="cube.mesh" scale=0 position=" 200,-500, 150" />
             <Model mesh="cube.mesh" scale=0 position=" 200, 300, 150" />
             <Model mesh="cube.mesh" scale=0 position=" 500, 300, 150" />
-			<Model mesh="cube.mesh" scale=0 position=" 500, 700, 150" />
+            <Model mesh="cube.mesh" scale=0 position=" 500, 700, 150" />
           </waypoints>
         </WaypointController>
       </controller>
     </SpaceShip>
-    
-    
+
+
     <!--invisible entity to attach towers to, since playfield is static and towers are dynamic-->
     <StaticEntity position=0,0,0>
- 
-		 <attached>
-			<Model position="-50,-50,0" mesh="Playfield_ME.mesh" scale=80 />
-			<!-- Base -->
-			<Model position="500,700,100" mesh="sphere.mesh" scale=80 />
+
+        <attached>
+            <Model position="-50,-50,0" mesh="Playfield_ME.mesh" scale=80 />
+            <!-- Base -->
+            <Model position="500,700,100" mesh="sphere.mesh" scale=80 />
             <!--Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /--> <!-- Only temporary needed to help align the collisionshape -->
-			<!-- This was used to mark the playfield, let's let it be here for now -->
-			<!--Model position="-8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
-			<!--Model position="-8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
-			<!--Model position="8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
-			<!--Model position="8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
+            <!-- This was used to mark the playfield, let's let it be here for now -->
+            <!--Model position="-8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
+            <!--Model position="-8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
+            <!--Model position="8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
+            <!--Model position="8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
         </attached>
         <collisionShapes> <!-- The collisionshape forbids other worldentities that have a collisionShape to fly through it.
-        
+
                                TODO: Find correct size for the collisionshape; since a collisionShape is invisible
                                I added the crate wich currently has the same dimensions as the collisionshape.
                                You have to adjust the crate's scale3D as well as the collisionshape's halfExtens to
                                find the proper shape. -->
            <BoxCollisionShape position="0,0,0" halfExtents="400,400,100" />
         </collisionShapes>
-	</StaticEntity>
-    
-    
-    
-    
-	<!-- PlayField -->
-	<TowerDefenseCenterpoint 
-	name=towerdefensecenter 
-	width=16 
-	height=16
-	tileScale=100
-	towerTemplate=tower
-	position="0,0,0" 
-	direction="0,0,0" 
-	collisionType=dynamic 
-	mass=100000>
-		
+    </StaticEntity>
+
+
+
+
+    <!-- PlayField -->
+    <TowerDefenseCenterpoint
+    name=towerdefensecenter
+    width=16
+    height=16
+    tileScale=100
+    towerTemplate=tower
+    position="0,0,0"
+    direction="0,0,0"
+    collisionType=dynamic
+    mass=100000>
+
     </TowerDefenseCenterpoint>
 
   </Scene>

Modified: code/branches/presentation2012merge/data/overlays/towerdefenseHUD.oxo
===================================================================
--- code/branches/presentation2012merge/data/overlays/towerdefenseHUD.oxo	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/data/overlays/towerdefenseHUD.oxo	2012-06-03 16:05:24 UTC (rev 9272)
@@ -7,10 +7,8 @@
      textsize  = 0.05
      colour    = "1.0, 1.0, 1.0, 1.0"
      align     = "left"
-	 
-	 caption = "Hello World"
+
+     caption = "Hello World"
     />
-	
-	
   </OverlayGroup>
 </Template>

Modified: code/branches/presentation2012merge/src/modules/gametypes/SpaceRaceManager.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/gametypes/SpaceRaceManager.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/gametypes/SpaceRaceManager.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -148,7 +148,7 @@
                 gametype->end();
             }
             else
-			{
+            {
                 // adjust the radarvisibility
                 gametype->newCheckpointReached(newCheckpoint, player);
                 this->updateRadarVisibility(oldCheckpoint, newCheckpoint);

Modified: code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -69,8 +69,8 @@
     */
     void DamageBoostPickup::initialize(void)
     {
-    	this->duration_ = 0.0f;
-    	this->damageMultiplier_ = 1.0f; //The default damage multiplier.
+        this->duration_ = 0.0f;
+        this->damageMultiplier_ = 1.0f; //The default damage multiplier.
         //Defines who is allowed to pick up the pickup.
         this->addTarget(ClassIdentifier<SpaceShip>::getIdentifier());
     }
@@ -129,7 +129,7 @@
 
         SpaceShip* ship = this->carrierToSpaceShipHelper();
         if(ship == NULL) // If the PickupCarrier is no SpaceShip, then this pickup is useless and therefore is destroyed.
-           	this->Pickupable::destroy();
+            this->Pickupable::destroy();
 
 
         // If the pickup has transited to used.

Modified: code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.h
===================================================================
--- code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/pickup/items/DamageBoostPickup.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -56,7 +56,7 @@
             virtual void changedUsed(void); //!< Is called when the pickup has transited from used to unused or the other way around.
             virtual void clone(OrxonoxClass*& item); //!< Creates a duplicate of the input OrxonoxClass.
 
-    	    /**
+            /**
             @brief Get the time the DamagePickup lasts.
             @return Returns the time in seconds the DamagePickup lasts.
             */
@@ -94,7 +94,7 @@
             float olddamageMultiplier_; //!< Helper to remember what the actual damage of the Pawn was before we changed it.
 
             Timer durationTimer_; //!< Timer.
-	    float duration_; //! Duration of damage boost.
+            float duration_; //! Duration of damage boost.
 
     };
 }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/CMakeLists.txt
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/CMakeLists.txt	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/CMakeLists.txt	2012-06-03 16:05:24 UTC (rev 9272)
@@ -4,7 +4,7 @@
   TowerDefenseCenterpoint.cc
   TowerDefenseHUDController.cc
   TowerDefensePlayerStats.cc
-  
+
 )
 
 ORXONOX_ADD_LIBRARY(TowerDefense
@@ -12,6 +12,6 @@
   FIND_HEADER_FILES
   LINK_LIBRARIES
     orxonox
-	overlays
+    overlays
   SOURCE_FILES ${TOWERDEFENSE_SRC_FILES}
 )

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TDEnemy.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TDEnemy.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TDEnemy.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -12,9 +12,9 @@
 {
 
 private:
-	float health;
-	float speed;
-	float armour;
+    float health;
+    float speed;
+    float armour;
 
 
 

Modified: code/branches/presentation2012merge/src/modules/towerdefense/Tower.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/Tower.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/Tower.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -16,11 +16,11 @@
 namespace orxonox
 {
     CreateFactory(Tower);
-	
+
     /**
-	 @brief
-	 Constructor. Registers and initializes the object.
-	 */
+    @brief
+        Constructor. Registers and initializes the object.
+    */
     Tower::Tower(BaseObject* creator) : Pawn(creator)
     {
         RegisterObject(Tower);
@@ -33,34 +33,34 @@
         this->size_ = 10.0f;
         this->delay_ = false;
         this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this)));
-		*/
+        */
     }
-	
-	void Tower::setOrientation(const Quaternion& orientation)
-	{
-		static int ori;
-		orxout() << "orientation " << ++ori << endl;
-	}
-	
-	void Tower::rotateYaw(const Vector2& value)
-	{
-		static int yaw;
-		orxout() << "rotateYaw " << ++yaw << endl;
-	}
-	
-	void Tower::rotatePitch(const Vector2& value)
-	{
-		static int pitch;
-		orxout() << "rotatePitch " << ++pitch << endl;
-	}
-	
-	void Tower::rotateRoll(const Vector2& value)
-	{
-		static int roll;
-		orxout() << "rotateRoll" << ++roll << endl;
-	}
-		
-	// This function is called whenever a player presses the up or the down key.
+
+    void Tower::setOrientation(const Quaternion& orientation)
+    {
+        static int ori;
+        orxout() << "orientation " << ++ori << endl;
+    }
+
+    void Tower::rotateYaw(const Vector2& value)
+    {
+        static int yaw;
+        orxout() << "rotateYaw " << ++yaw << endl;
+    }
+
+    void Tower::rotatePitch(const Vector2& value)
+    {
+        static int pitch;
+        orxout() << "rotatePitch " << ++pitch << endl;
+    }
+
+    void Tower::rotateRoll(const Vector2& value)
+    {
+        static int roll;
+        orxout() << "rotateRoll" << ++roll << endl;
+    }
+
+    // This function is called whenever a player presses the up or the down key.
     // You have to implement what happens when the up or the down key is pressed.
     // value.x < 0 means: down key is pressed.
     // I suggest to create a new class which is a controllable entity I will refer to as "TowerMover". This is the controllable entity that the
@@ -74,40 +74,40 @@
     //How to place a tower: detach the tower from the TowerMover
 
     /**
-	 @brief
-	 Overloaded the function to rotate the stone.
-	 @param value
-	 A vector whose first component is the angle by which to rotate.
-	 */
-		 /*
+    @brief
+        Overloaded the function to rotate the stone.
+    @param value
+        A vector whose first component is the angle by which to rotate.
+    */
+    /*
     void Tower::moveFrontBack(const Vector2& value)
     {
         //orxout() << "frontBack.x: " << value.x << endl;
     }
-	*/
-	
+    */
+
     /**
-	 @brief
-	 Overloaded the function to steer the stone right and left
-	 @param value
-	 A vector whose first component is the direction in which we want to steer the stone.
-	 */
-		 /*
+    @brief
+        Overloaded the function to steer the stone right and left
+    @param value
+        A vector whose first component is the direction in which we want to steer the stone.
+    */
+    /*
     void Tower::moveRightLeft(const Vector2& value)
     {
-		//orxout() << "rightLeft.x: " << value.x << endl;
-		
+        //orxout() << "rightLeft.x: " << value.x << endl;
+
         if(!this->delay_)
         {
             const Vector3& position = this->getPosition();
             Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z);
             if(!this->tetris_->isValidMove(this, newPos))
                 return;
-			
+
             this->setPosition(newPos);
             this->delay_ = true;
             this->delayTimer_.startTimer();
-		}
+        }
     }
-	*/
+    */
 }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/Tower.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/Tower.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/Tower.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -9,7 +9,7 @@
 /**
 @brief
 See TowerDefenseReadme.txt for Information.
-    
+
 @ingroup TowerDefense
 */
 
@@ -19,32 +19,32 @@
 
 #include "towerdefense/TowerDefensePrereqs.h"
 #include "worldentities/pawns/SpaceShip.h"
-	
 
+
 namespace orxonox
 {
     class _TowerDefenseExport Tower : public Pawn
     {
-	public:
-		Tower(BaseObject* creator);
-		virtual ~Tower() {};
-		
-		// Maybe later override these to move towers with cursor keys
-		/*
-		virtual void moveFrontBack(const Vector2& value);
-		virtual void moveRightLeft(const Vector2& value);
-		*/
-		
-		// Overriding these to stop towers from spasing out
-		void setOrientation(const Quaternion& orientation);
+    public:
+        Tower(BaseObject* creator);
+        virtual ~Tower() {};
+
+        // Maybe later override these to move towers with cursor keys
+        /*
+        virtual void moveFrontBack(const Vector2& value);
+        virtual void moveRightLeft(const Vector2& value);
+        */
+
+        // Overriding these to stop towers from spasing out
+        void setOrientation(const Quaternion& orientation);
         virtual void rotateYaw(const Vector2& value);
         virtual void rotatePitch(const Vector2& value);
         virtual void rotateRoll(const Vector2& value);
-		
-		void setGame(TowerDefense* towerdefense)
-		{ assert(towerdefense); game_ = towerdefense; }
-	private:
-		TowerDefense* game_;
+
+        void setGame(TowerDefense* towerdefense)
+        { assert(towerdefense); game_ = towerdefense; }
+    private:
+        TowerDefense* game_;
     };
 }
 

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -81,10 +81,10 @@
 #include "worldentities/pawns/Pawn.h"
 #include "worldentities/pawns/SpaceShip.h"
 #include "controllers/WaypointController.h"
-	 
+
 #include "graphics/Model.h"
 #include "infos/PlayerInfo.h"
-	 
+
 #include "chat/ChatManager.h"
 
 /* Part of a temporary hack to allow the player to add towers */
@@ -93,216 +93,215 @@
 namespace orxonox
 {
     CreateUnloadableFactory(TowerDefense);
-	
-	TowerDefense::TowerDefense(BaseObject* creator) : Deathmatch(creator)
+
+    TowerDefense::TowerDefense(BaseObject* creator) : Deathmatch(creator)
     {
         RegisterObject(TowerDefense);
-		
+
         this->setHUDTemplate("TowerDefenseHUD");
 
-		this->stats_ = new TowerDefensePlayerStats();
+        this->stats_ = new TowerDefensePlayerStats();
 
-		/* Temporary hack to allow the player to add towers */
-		this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
+        /* Temporary hack to allow the player to add towers */
+        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
     }
-	
+
     TowerDefense::~TowerDefense()
     {
-		/* Part of a temporary hack to allow the player to add towers */
+        /* Part of a temporary hack to allow the player to add towers */
         if (this->isInitialized())
         {
             if( this->dedicatedAddTower_ )
                 delete this->dedicatedAddTower_;
         }
     }
-	
-	void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
-	{
-		orxout() << "Centerpoint now setting..." << endl;
-		this->center_ = centerpoint;
-		orxout() << "Centerpoint now set..." << endl;
-	}
-	
+
+    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
+    {
+        orxout() << "Centerpoint now setting..." << endl;
+        this->center_ = centerpoint;
+        orxout() << "Centerpoint now set..." << endl;
+    }
+
     void TowerDefense::start()
     {
         Deathmatch::start();
-		
-		const int kInitialTowerCount = 3;
-		Coordinate initialTowerCoordinates[kInitialTowerCount] = {{3,2}, {8,5}, {12,10}};
-		
-		for (int i = 0; i < kInitialTowerCount; i++)
-		{
-			Coordinate coordinate = initialTowerCoordinates[i];
-			addTower(coordinate.x, coordinate.y);
-		}
-		
-		ChatManager::message("Use the console command addTower x y to add towers");
 
-		//TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
-	}
-	
-	void TowerDefense::end()
-	{
-		Deathmatch::end();
-	 
-		ChatManager::message("Match is over");
-	}
-	
-	void TowerDefense::addTower(int x, int y)
-	{
-		const TowerCost towerCost = TDDefaultTowerCost;
-		
-		if (!this->hasEnoughCreditForTower(towerCost))
-		{
-			orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
-			return;
-		}
-		
-		if (this->towerExists(x,y))
-		{
-			orxout() << "tower exists!!" << endl;
-			return;
-		}		
-		
-		/*
-		unsigned int width = this->center_->getWidth();
-		unsigned int height = this->center_->getHeight();
-		*/
-		
-		int tileScale = (int) this->center_->getTileScale();
-			
-		if (x > 15 || y > 15 || x < 0 || y < 0)
-		{
-			//Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
-			orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
-			return;
-		}
-		
-		orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
-		
-		// Add tower to coordinatesStack
-		Coordinate newTowerCoordinates = {x, y};
-		addedTowersCoordinates_.push_back(newTowerCoordinates);
-		
-		// Reduce credit
-		this->stats_->buyTower(towerCost);
-		
-		// Create tower
-		Tower* newTower = new Tower(this->center_);
-		newTower->addTemplate(this->center_->getTowerTemplate());
+        const int kInitialTowerCount = 3;
+        Coordinate initialTowerCoordinates[kInitialTowerCount] = {{3,2}, {8,5}, {12,10}};
 
-		newTower->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
-		newTower->setGame(this);
-	}
-	
-	bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
-	{
-		return ((this->stats_->getCredit()) >= towerCost);
-	}
-	
-	bool TowerDefense::towerExists(int x, int y)
-	{
-		for(std::vector<Coordinate>::iterator it = addedTowersCoordinates_.begin(); it != addedTowersCoordinates_.end(); ++it) 
-		{
-			Coordinate currentCoordinates = (Coordinate) (*it);
-			if (currentCoordinates.x == x && currentCoordinates.y == y)
-				return true;
-		}
-		
-		return false;
-	}
-	
-	
-	void TowerDefense::tick(float dt)
+        for (int i = 0; i < kInitialTowerCount; i++)
+        {
+            Coordinate coordinate = initialTowerCoordinates[i];
+            addTower(coordinate.x, coordinate.y);
+        }
+
+        ChatManager::message("Use the console command addTower x y to add towers");
+
+        //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
+    }
+
+    void TowerDefense::end()
     {
+        Deathmatch::end();
+
+        ChatManager::message("Match is over");
+    }
+
+    void TowerDefense::addTower(int x, int y)
+    {
+        const TowerCost towerCost = TDDefaultTowerCost;
+
+        if (!this->hasEnoughCreditForTower(towerCost))
+        {
+            orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
+            return;
+        }
+
+        if (this->towerExists(x,y))
+        {
+            orxout() << "tower exists!!" << endl;
+            return;
+        }
+
+        /*
+        unsigned int width = this->center_->getWidth();
+        unsigned int height = this->center_->getHeight();
+        */
+
+        int tileScale = (int) this->center_->getTileScale();
+
+        if (x > 15 || y > 15 || x < 0 || y < 0)
+        {
+            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
+            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
+            return;
+        }
+
+        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
+
+        // Add tower to coordinatesStack
+        Coordinate newTowerCoordinates = {x, y};
+        addedTowersCoordinates_.push_back(newTowerCoordinates);
+
+        // Reduce credit
+        this->stats_->buyTower(towerCost);
+
+        // Create tower
+        Tower* newTower = new Tower(this->center_);
+        newTower->addTemplate(this->center_->getTowerTemplate());
+
+        newTower->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
+        newTower->setGame(this);
+    }
+
+    bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
+    {
+        return ((this->stats_->getCredit()) >= towerCost);
+    }
+
+    bool TowerDefense::towerExists(int x, int y)
+    {
+        for(std::vector<Coordinate>::iterator it = addedTowersCoordinates_.begin(); it != addedTowersCoordinates_.end(); ++it)
+        {
+            Coordinate currentCoordinates = (Coordinate) (*it);
+            if (currentCoordinates.x == x && currentCoordinates.y == y)
+                return true;
+        }
+
+        return false;
+    }
+
+
+    void TowerDefense::tick(float dt)
+    {
         SUPER(TowerDefense, tick, dt);
     }
-	
-	// Function to test if we can add waypoints using code only. Doesn't work yet
-	
-	// THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
-	/*
-	void TowerDefense::addWaypointsAndFirstEnemy()
-	{
-		SpaceShip *newShip = new SpaceShip(this->center_);
-		newShip->addTemplate("spaceshipassff");
-		
-		WaypointController *newController = new WaypointController(newShip);
-		newController->setAccuracy(3);
-		
-		Model *wayPoint1 = new Model(newController);
-		wayPoint1->setMeshSource("crate.mesh");	
-		wayPoint1->setPosition(7,-7,5);
-		wayPoint1->setScale(0.2);
-			
-		Model *wayPoint2 = new Model(newController);
-		wayPoint2->setMeshSource("crate.mesh");
-		wayPoint2->setPosition(7,7,5);
-		wayPoint2->setScale(0.2);
-			
-		newController->addWaypoint(wayPoint1);
-		newController->addWaypoint(wayPoint2);
-			
-		// The following line causes the game to crash
 
-		newShip->setController(newController);
-//		newController -> getPlayer() -> startControl(newShip);
-		newShip->setPosition(-7,-7,5);
-		newShip->setScale(0.1);
-		//newShip->addSpeed(1);
-		
-		
-		
-//		this->center_->attach(newShip);
-	}
-	*/
-	/*
-	 void TowerDefense::playerEntered(PlayerInfo* player)
-	 {
-	 Deathmatch::playerEntered(player);
-	 
-	 const std::string& message = player->getName() + " entered the game";
-	 ChatManager::message(message);
-	 }
-	 
-	 bool TowerDefense::playerLeft(PlayerInfo* player)
-	 {
-	 bool valid_player = Deathmatch::playerLeft(player);
-	 
-	 if (valid_player)
-	 {
-	 const std::string& message = player->getName() + " left the game";
-	 ChatManager::message(message);
-	 }
-	 
-	 return valid_player;
-	 }
-	 
-	 
-	 void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
-	 {
-	 if (victim && victim->getPlayer())
-	 {
-	 std::string message;
-	 if (killer)
-	 {
-	 if (killer->getPlayer())
-	 message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
-	 else
-	 message = victim->getPlayer()->getName() + " was killed";
-	 }
-	 else
-	 message = victim->getPlayer()->getName() + " died";
-	 
-	 ChatManager::message(message);
-	 }
-	 
-	 Deathmatch::pawnKilled(victim, killer);
-	 }
-	 
-	 void TowerDefense::playerScored(PlayerInfo* player)
-	 {
-	 Gametype::playerScored(player);
-	 
-	 }*/
+    // Function to test if we can add waypoints using code only. Doesn't work yet
+
+    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
+    /*
+    void TowerDefense::addWaypointsAndFirstEnemy()
+    {
+        SpaceShip *newShip = new SpaceShip(this->center_);
+        newShip->addTemplate("spaceshipassff");
+
+        WaypointController *newController = new WaypointController(newShip);
+        newController->setAccuracy(3);
+
+        Model *wayPoint1 = new Model(newController);
+        wayPoint1->setMeshSource("crate.mesh");
+        wayPoint1->setPosition(7,-7,5);
+        wayPoint1->setScale(0.2);
+
+        Model *wayPoint2 = new Model(newController);
+        wayPoint2->setMeshSource("crate.mesh");
+        wayPoint2->setPosition(7,7,5);
+        wayPoint2->setScale(0.2);
+
+        newController->addWaypoint(wayPoint1);
+        newController->addWaypoint(wayPoint2);
+
+        // The following line causes the game to crash
+
+        newShip->setController(newController);
+//        newController -> getPlayer() -> startControl(newShip);
+        newShip->setPosition(-7,-7,5);
+        newShip->setScale(0.1);
+        //newShip->addSpeed(1);
+
+
+
+//      this->center_->attach(newShip);
+    }
+    */
+    /*
+    void TowerDefense::playerEntered(PlayerInfo* player)
+    {
+        Deathmatch::playerEntered(player);
+
+        const std::string& message = player->getName() + " entered the game";
+        ChatManager::message(message);
+    }
+
+    bool TowerDefense::playerLeft(PlayerInfo* player)
+    {
+        bool valid_player = Deathmatch::playerLeft(player);
+
+        if (valid_player)
+        {
+            const std::string& message = player->getName() + " left the game";
+            ChatManager::message(message);
+        }
+
+        return valid_player;
+    }
+
+
+    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
+    {
+        if (victim && victim->getPlayer())
+        {
+            std::string message;
+            if (killer)
+            {
+                if (killer->getPlayer())
+                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
+                else
+                    message = victim->getPlayer()->getName() + " was killed";
+            }
+            else
+                message = victim->getPlayer()->getName() + " died";
+
+            ChatManager::message(message);
+        }
+
+        Deathmatch::pawnKilled(victim, killer);
+    }
+
+    void TowerDefense::playerScored(PlayerInfo* player)
+    {
+        Gametype::playerScored(player);
+    }*/
 }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefense.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -25,73 +25,73 @@
  *      ...
  *
  */
-	 
+
  /**
-	 @brief
-	 GameType class for TowerDefense. See TowerDefenseReadme.txt for Information.
-	 
-	 @ingroup TowerDefense
+    @brief
+        GameType class for TowerDefense. See TowerDefenseReadme.txt for Information.
+
+    @ingroup TowerDefense
  */
-	 
 
+
 #ifndef _TowerDefense_H__
 #define _TowerDefense_H__
 
 #include "towerdefense/TowerDefensePrereqs.h"
 #include "gametypes/Deathmatch.h"
-		 
+
  #include "TowerDefensePlayerStats.h"
-		 
+
 namespace orxonox
 {
-	class _TowerDefenseExport TowerDefense : public Deathmatch
+    class _TowerDefenseExport TowerDefense : public Deathmatch
     {
-	public:
-		TowerDefense(BaseObject* creator);
-		virtual ~TowerDefense();
-		
-		virtual void start(); //<! The function is called when the gametype starts
-		virtual void end();
-		virtual void tick(float dt);
-		//virtual void playerEntered(PlayerInfo* player);
-		//virtual bool playerLeft(PlayerInfo* player);
-		
-		//virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
-		//virtual void playerScored(PlayerInfo* player);
-		
-		
-		/*	Called by TowerDefenseCenterpoint upon game start 
-			The centerpoint is used to create towers
-		*/
-		void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
-		
-		/* Adds a tower at x, y in the playfield */
-		void addTower(int x, int y);
-		
-		/* Part of a temporary hack to allow the player to add towers */
-		ConsoleCommand* dedicatedAddTower_;
-		
-		//TODO: void spawnNewWave()
-	    //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
-		//      or spawn a new wave when the old wave has been killed           (event driven)
+    public:
+        TowerDefense(BaseObject* creator);
+        virtual ~TowerDefense();
 
+        virtual void start(); //<! The function is called when the gametype starts
+        virtual void end();
+        virtual void tick(float dt);
+        //virtual void playerEntered(PlayerInfo* player);
+        //virtual bool playerLeft(PlayerInfo* player);
 
-	private:
-		TowerDefenseCenterpoint *center_;
-		
-		/* handles stats */
-		TowerDefensePlayerStats *stats_;
-		bool hasEnoughCreditForTower(TowerCost towerCost);
-	
-		bool towerExists(int x, int y);
-		
-		typedef struct {
-			int x;
-			int y;
-		} Coordinate; 
-		
-		std::vector<Coordinate> addedTowersCoordinates_;
-		std::vector<Tower*> towers_;
+        //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
+        //virtual void playerScored(PlayerInfo* player);
+
+
+        /*  Called by TowerDefenseCenterpoint upon game start
+            The centerpoint is used to create towers
+        */
+        void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
+
+        /* Adds a tower at x, y in the playfield */
+        void addTower(int x, int y);
+
+        /* Part of a temporary hack to allow the player to add towers */
+        ConsoleCommand* dedicatedAddTower_;
+
+        //TODO: void spawnNewWave()
+        //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
+        //      or spawn a new wave when the old wave has been killed           (event driven)
+
+
+    private:
+        TowerDefenseCenterpoint *center_;
+
+        /* handles stats */
+        TowerDefensePlayerStats *stats_;
+        bool hasEnoughCreditForTower(TowerCost towerCost);
+
+        bool towerExists(int x, int y);
+
+        typedef struct {
+            int x;
+            int y;
+        } Coordinate;
+
+        std::vector<Coordinate> addedTowersCoordinates_;
+        std::vector<Tower*> towers_;
     };
 }
 

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -49,14 +49,14 @@
     TowerDefenseCenterpoint::TowerDefenseCenterpoint(BaseObject* creator) : MobileEntity(creator)
     {
         RegisterObject(TowerDefenseCenterpoint);
- 
- 	   	this->width_ = 15;
+
+        this->width_ = 15;
         this->height_ = 15;
         this->towerTemplate_ = "";
-        
+
         //this->setCollisionType(Static);
 
-		this->checkGametype();
+        this->checkGametype();
 
     }
 
@@ -70,9 +70,9 @@
 
         XMLPortParam(TowerDefenseCenterpoint, "width", setWidth, getWidth, xmlelement, mode);
         XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode);
-		XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode);
+        XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode);
         XMLPortParam(TowerDefenseCenterpoint, "towerTemplate", setTowerTemplate, getTowerTemplate, xmlelement, mode);
-		
+
         //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint,  xmlelement, mode);
         // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet
         // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints
@@ -99,9 +99,9 @@
     */
     void TowerDefenseCenterpoint::checkGametype()
     {
-		if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense)))
+        if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense)))
         {
-			// Sets the centerpoint of the gametype. The gametype uses this to later spawn in towers, he needs the tower template stored in the center point
+            // Sets the centerpoint of the gametype. The gametype uses this to later spawn in towers, he needs the tower template stored in the center point
             TowerDefense* towerDefenseGametype = orxonox_cast<TowerDefense*>(this->getGametype().get());
             towerDefenseGametype->setCenterpoint(this);
         }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseCenterpoint.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -53,48 +53,48 @@
 
             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
             virtual void changedGametype();
-            
+
             /**
             @brief The width and hight in number of tiles. Default is 15 for both.
             */
             void setWidth(unsigned int width)
                 { this->width_ = width; }
-            
-			unsigned int getWidth(void) const
+
+            unsigned int getWidth(void) const
                 { return this->width_; }
-                
+
             void setHeight(unsigned int height)
                 { this->height_ = height; }
-            
-			unsigned int getHeight(void) const
+
+            unsigned int getHeight(void) const
                 { return this->height_; }
-			
-			/**
-			@brief How to convert to world coordinates, e.g. that 0,15 is not at -8,-8 but at -80,-80 (if scale would be 10)
-			*/
-			void setTileScale(unsigned int tileScale)
-				{ this->tileScale_ = tileScale; }
-			
-			unsigned int getTileScale(void) const
-				{ return this->tileScale_; }
-                
+
             /**
+                @brief How to convert to world coordinates, e.g. that 0,15 is not at -8,-8 but at -80,-80 (if scale would be 10)
+            */
+            void setTileScale(unsigned int tileScale)
+                { this->tileScale_ = tileScale; }
+
+            unsigned int getTileScale(void) const
+                { return this->tileScale_; }
+
+            /**
             @brief Set the template for the towers.
             @param template The template name to be applied to each tower.
             */
             void setTowerTemplate(const std::string& templateName)
                 { this->towerTemplate_ = templateName; }
-            
-			const std::string& getTowerTemplate(void) const
+
+            const std::string& getTowerTemplate(void) const
                 { return this->towerTemplate_; }
 
         private:
             void checkGametype();
-            
+
             unsigned int width_;
             unsigned int height_;
-			unsigned int tileScale_;
-			
+            unsigned int tileScale_;
+
             std::string towerTemplate_;
     };
 }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -24,7 +24,7 @@
  *   Co-authors:
  *      ...
  */
- 
+
 #include "TowerDefenseHUDController.h"
 
 #include "core/CoreIncludes.h"
@@ -34,37 +34,37 @@
 
 namespace orxonox
 {
-	CreateFactory(TowerDefenseHUDController);
-	
+    CreateFactory(TowerDefenseHUDController);
+
     TowerDefenseHUDController::TowerDefenseHUDController(BaseObject* creator) : OverlayText(creator)
-	{
-		RegisterObject(TowerDefenseHUDController);
-	}
-	
-	TowerDefenseHUDController::~TowerDefenseHUDController()
-	{
-		
-	}
+    {
+        RegisterObject(TowerDefenseHUDController);
+    }
 
+    TowerDefenseHUDController::~TowerDefenseHUDController()
+    {
+
+    }
+
     void TowerDefenseHUDController::tick(float dt)
-	{
-		SUPER(TowerDefenseHUDController, tick, dt);
-	}
-	
+    {
+        SUPER(TowerDefenseHUDController, tick, dt);
+    }
+
     void TowerDefenseHUDController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
-	{
-		SUPER(TowerDefenseHUDController, XMLPort, xmlelement, mode);
-	}
-	
+    {
+        SUPER(TowerDefenseHUDController, XMLPort, xmlelement, mode);
+    }
+
     void TowerDefenseHUDController::changedOwner()
     {
         SUPER(TowerDefenseHUDController, changedOwner);
-		/*
+        /*
         if (this->getOwner() != NULL && this->getOwner()->getGametype())
             this->owner_ = orxonox_cast<Pong*>(this->getOwner()->getGametype().get());
         else
             this->owner_ = 0;
-			*/
+        */
     }
-	
+
 }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefenseHUDController.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -25,15 +25,15 @@
  *      ...
  *
  */
-	 
+
  /**
-	 @brief
-	 This subclass of OverlayText is used to display the stats of the player in the HUD
-	 
-	 @ingroup TowerDefense
+    @brief
+        This subclass of OverlayText is used to display the stats of the player in the HUD
+
+    @ingroup TowerDefense
  */
-	 
 
+
 #ifndef _TowerDefenseHUDController_H__
 #define _TowerDefenseHUDController_H__
 
@@ -47,13 +47,13 @@
 {
     class _TowerDefenseExport TowerDefenseHUDController : public OverlayText, public Tickable
     {
-	public:
-		TowerDefenseHUDController(BaseObject* creator);
+    public:
+        TowerDefenseHUDController(BaseObject* creator);
         virtual ~TowerDefenseHUDController();
 
         virtual void tick(float dt);
         virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
-		virtual void changedOwner();
+        virtual void changedOwner();
     };
 }
 

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.cc
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -24,21 +24,21 @@
  *   Co-authors:
  *      ...
  */
- 
+
 #include "TowerDefensePlayerStats.h"
 
 namespace orxonox
 {
-	const int kDefaultCredit = 200;
-	
+    const int kDefaultCredit = 200;
+
     TowerDefensePlayerStats::TowerDefensePlayerStats()
-	{
-		this->credit_ = kDefaultCredit;
-		this->waveNumber_ = 0;
-	}
-	/*
-	TowerDefensePlayerStats::~TowerDefensePlayerStats()
-	{
-	}
-	*/		
+    {
+        this->credit_ = kDefaultCredit;
+        this->waveNumber_ = 0;
+    }
+    /*
+    TowerDefensePlayerStats::~TowerDefensePlayerStats()
+    {
+    }
+    */
 }

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePlayerStats.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -25,15 +25,15 @@
  *      ...
  *
  */
-	 
+
  /**
-	 @brief
-	 This manages the stats of the player. It is used by 'TowerDefense', the gametype
-	
-	 @ingroup TowerDefense
+    @brief
+        This manages the stats of the player. It is used by 'TowerDefense', the gametype
+
+    @ingroup TowerDefense
  */
-	 
 
+
 #ifndef _TowerDefensePlayerStats_H__
 #define _TowerDefensePlayerStats_H__
 
@@ -41,35 +41,35 @@
 
 namespace orxonox
 {
-	typedef enum _TowerCosts {
-		// Set to 0 for debug...
-		TDDefaultTowerCost = 0
-	} TowerCost;
-	
+    typedef enum _TowerCosts {
+        // Set to 0 for debug...
+        TDDefaultTowerCost = 0
+    } TowerCost;
+
     class _TowerDefenseExport TowerDefensePlayerStats
     {
-	public:
-		TowerDefensePlayerStats();
-		
-		inline int getCredit()
-			{ return credit_; }
-		
-		inline void setCredit(int credit)
-			{ credit_ = credit; }
-		
-		inline void buyTower(TowerCost cost)
-			{ credit_ -= cost;}
-		
-		inline int getWaveNumber()
-			{ return waveNumber_; }
-		
-		inline void didLoadNextWave()
-			{ waveNumber_++; }
-		
-	private:
-		int credit_;
-		int waveNumber_;
-		//int baseHealth_;
+    public:
+        TowerDefensePlayerStats();
+
+        inline int getCredit()
+            { return credit_; }
+
+        inline void setCredit(int credit)
+            { credit_ = credit; }
+
+        inline void buyTower(TowerCost cost)
+            { credit_ -= cost;}
+
+        inline int getWaveNumber()
+            { return waveNumber_; }
+
+        inline void didLoadNextWave()
+            { waveNumber_++; }
+
+    private:
+        int credit_;
+        int waveNumber_;
+        //int baseHealth_;
     };
 }
 

Modified: code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePrereqs.h
===================================================================
--- code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePrereqs.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/modules/towerdefense/TowerDefensePrereqs.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -65,10 +65,10 @@
 namespace orxonox
 {
     class TowerDefense;
-	class Tower;
+    class Tower;
     class TowerDefenseCenterpoint;
-	class TowerDefenseHUDController;
-	class TowerDefensePlayerStats;
+    class TowerDefenseHUDController;
+    class TowerDefensePlayerStats;
 }
 
 #endif /* _TowerDefensePrereqs_H__ */

Modified: code/branches/presentation2012merge/src/orxonox/LevelInfo.h
===================================================================
--- code/branches/presentation2012merge/src/orxonox/LevelInfo.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/LevelInfo.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -23,7 +23,7 @@
  *      Damian 'Mozork' Frick
  *   Co-authors:
  *      ...
- *   
+ *
  */
 
 /**
@@ -78,7 +78,7 @@
             @return Returns the name of the Level.
             */
             inline const std::string& getName(void) const { return this->name_; } // tolua_export
-        
+
             /**
             @brief Set the screenshot of the Level.
             @param screenshot The screenshot to be set.
@@ -116,7 +116,7 @@
             @return Returns true if the Level is tagged with the input tag.
             */
             inline bool hasTag(const std::string& tag) const { return this->tags_.find(tag) != this->tags_.end(); } // tolua_export
- 
+
             void setShips(const std::string& ships); //!< Set the starting ship models of the level
             bool addShip(const std::string& ship, bool update = true); //!< Add a model to shipselection
             /**
@@ -124,20 +124,20 @@
             @return Returns a comma-seperated string of all the allowed ship models for the shipselection.
             */
             inline const std::string& getShips(void) const
-                { return this->startingShipsString_; }    
+                { return this->startingShipsString_; }
             /**
             @brief Get whether the Level allows a specific starting ship model
             @param ship The ship model for which is checked.
             @return Returns true if the Level allows the input ship model
             */
-            inline bool hasShip(const std::string& ship) const { return this->ships_.find(ship) != this->ships_.end(); } // tolua_export        
+            inline bool hasShip(const std::string& ship) const { return this->ships_.find(ship) != this->ships_.end(); } // tolua_export
             /**
             @brief Get the XML-filename of the Level.
             @return Returns the XML-filename (including *.oxw extension) of the Level.
             */
 
             inline const std::string& getXMLFilename(void) const { return this->xmlfilename_; } // tolua_export
-	    inline void selectShip (const std::string& ship) { this->changeShip(ship); } // tolua_export
+            inline void selectShip (const std::string& ship) { this->changeShip(ship); } // tolua_export
 
 
         protected:
@@ -152,32 +152,32 @@
 
         private:
 
-	    inline void changeShip (const std::string& model) {
-	        static std::string shipSelectionTag = "shipselection";
-        	//HACK: Read Level XML File, find "shipselection", replace with ship model
-        	std::string levelPath = "../levels/";
-        	levelPath.append(this->getXMLFilename());
-        	std::string tempPath = "../levels/";
-        	tempPath.append("_temp.oxw");
-        	orxout(user_status) << levelPath << endl;
-        	orxout(user_status) << tempPath << endl;
-        	std::ifstream myLevel (levelPath.c_str());
-			std::ofstream tempLevel (tempPath.c_str());
-			while(!myLevel.eof())
-			{
-				std::string buff;
-				std::getline(myLevel, buff);
-				std::string pawndesignString = "pawndesign=";
-				size_t found = buff.find(pawndesignString.append(shipSelectionTag)); 
-				if (found!= std::string::npos) 
-					buff = buff.substr(0, found + 11) + model + buff.substr(found+11+shipSelectionTag.length(), std::string::npos);
-				tempLevel.write(buff.c_str(), buff.length());
-				tempLevel << std::endl;
-			}
-			myLevel.close();
-			tempLevel.close();
-			orxout(user_status) << "done" << endl;
-	    } 
+            inline void changeShip (const std::string& model) {
+                static std::string shipSelectionTag = "shipselection";
+                //HACK: Read Level XML File, find "shipselection", replace with ship model
+                std::string levelPath = "../levels/";
+                levelPath.append(this->getXMLFilename());
+                std::string tempPath = "../levels/";
+                tempPath.append("_temp.oxw");
+                orxout(user_status) << levelPath << endl;
+                orxout(user_status) << tempPath << endl;
+                std::ifstream myLevel (levelPath.c_str());
+                std::ofstream tempLevel (tempPath.c_str());
+                while(!myLevel.eof())
+                {
+                    std::string buff;
+                    std::getline(myLevel, buff);
+                    std::string pawndesignString = "pawndesign=";
+                    size_t found = buff.find(pawndesignString.append(shipSelectionTag));
+                    if (found!= std::string::npos)
+                        buff = buff.substr(0, found + 11) + model + buff.substr(found+11+shipSelectionTag.length(), std::string::npos);
+                    tempLevel.write(buff.c_str(), buff.length());
+                    tempLevel << std::endl;
+                }
+                myLevel.close();
+                tempLevel.close();
+                orxout(user_status) << "done" << endl;
+            }
             void tagsUpdated(void); //!< Updates the comma-seperated string of all tags, if the set of tags has changed.
             void shipsUpdated(void); //!< Updates the comma-seperated string of all tags, if the set of tags has changed.
             static void initializeTags(void); //!< Initialize the set of allowed tags.
@@ -198,7 +198,7 @@
             std::set<std::string> tags_; //!< The set of tags the Level is tagged with.
             std::string tagsString_; //!< The comma-seperated string of all the tags the Level is tagged with.
             std::set<std::string> ships_; //!< The set of starting ship models the Level allows.
-            std::string startingShipsString_; //!< The comma-seperated string of all the allowed ship models for the shipselection.            
+            std::string startingShipsString_; //!< The comma-seperated string of all the allowed ship models for the shipselection.
     }; // tolua_export
 
     /**
@@ -209,7 +209,7 @@
         - @b description The description of the level.
         - @b screenshot The screenshot of the level.
         - @b tags A comma-seperated string of tags. Allowed tags are: <em>test</em>, <em>singleplayer</em>, <em>multiplayer</em>, <em>showcase</em>, <em>tutorial</em>, <em>presentation</em>, <em>shipselection</em>.
-        - @b (optional) startingships The comma-seperated string of starting ship models 
+        - @b (optional) startingships The comma-seperated string of starting ship models
         An example would be:
         @code
         <LevelInfo
@@ -223,8 +223,8 @@
 
     @author
         Damian 'Mozork' Frick
-	@edit
-		Matthias Hutter
+    @edit
+        Matthias Hutter
     @ingroup Orxonox
     */
     class _OrxonoxExport LevelInfo : public BaseObject, public LevelInfoItem
@@ -234,7 +234,7 @@
             virtual ~LevelInfo();
 
             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Creates a LevelInfo object through XML.
-        
+
             /**
             @brief Set the screenshot of the Level.
             @param screenshot The screenshot to be set.
@@ -282,7 +282,7 @@
             @return Returns a comma-seperated string of all the allowed ship models for the shipselection.
             */
             inline const std::string& getShips(void) const
-                { return this->LevelInfoItem::getShips(); }              
+                { return this->LevelInfoItem::getShips(); }
             LevelInfoItem* copy(void); //!< Copies the contents of this LevelInfo object to a new LevelInfoItem object.
     };
 
@@ -301,7 +301,7 @@
                 return getLowercase(lhs->getName()).compare(getLowercase(rhs->getName())) < 0;
             }
     };
-    
+
 } // tolua_export
 
 #endif /* _LevelInfo_H__ */

Modified: code/branches/presentation2012merge/src/orxonox/ShipManager.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/ShipManager.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/ShipManager.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -21,13 +21,13 @@
  *
  *   Author:
  *      Matthias Hutter
- *   
+ *
  */
 
 /**
     @file ShipManager.cc
     @brief Work-in Progress: Implementation of the ShipManager singleton.
-    	   Should make SpaceShip info available to lua handlers.
+           Should make SpaceShip info available to lua handlers.
 */
 
 #include "LevelManager.h"
@@ -71,7 +71,7 @@
             delete *it;
     }
 
-   
+
     /**
     @brief
         Get the number of available Ships.
@@ -131,20 +131,20 @@
     */
     void ShipManager::compileAvailableShipList()
     {
-		/*
-		// We only want to load as little as possible
-		ClassTreeMask mask;
-		    mask.exclude(Class(BaseObject));
-		    mask.include(Class(SpaceShip));
-		SpaceShip* info = NULL;
-		XMLFile file = XMLFile(ship);
-		Loader::load(&file, mask, false, true);
-		for(ObjectList<SpaceShip>::iterator item = ObjectList<SpaceShip>::begin(); item != ObjectList<SpaceShip>::end(); ++item)
-		        if(item->getXMLFilename() == *it)
-		            info = item->copy();
-		Loader::unload(&file);
-		*/
-    
+        /*
+        // We only want to load as little as possible
+        ClassTreeMask mask;
+            mask.exclude(Class(BaseObject));
+            mask.include(Class(SpaceShip));
+        SpaceShip* info = NULL;
+        XMLFile file = XMLFile(ship);
+        Loader::load(&file, mask, false, true);
+        for(ObjectList<SpaceShip>::iterator item = ObjectList<SpaceShip>::begin(); item != ObjectList<SpaceShip>::end(); ++item)
+                if(item->getXMLFilename() == *it)
+                    info = item->copy();
+        Loader::unload(&file);
+        */
+
         // Get all files matching the level criteria
         Ogre::StringVectorPtr levels = Resource::findResourceNames("*.oxw");
 

Modified: code/branches/presentation2012merge/src/orxonox/controllers/FormationController.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/controllers/FormationController.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/controllers/FormationController.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -49,27 +49,27 @@
 namespace orxonox
 {
 
-  SetConsoleCommand("FormationController", "formationflight",  &FormationController::formationflight);
-  SetConsoleCommand("FormationController", "masteraction",     &FormationController::masteraction);
-  SetConsoleCommand("FormationController", "followme",         &FormationController::followme);
-  SetConsoleCommand("FormationController", "passivebehaviour", &FormationController::passivebehaviour);
-  SetConsoleCommand("FormationController", "formationsize",    &FormationController::formationsize);
+    SetConsoleCommand("FormationController", "formationflight",  &FormationController::formationflight);
+    SetConsoleCommand("FormationController", "masteraction",     &FormationController::masteraction);
+    SetConsoleCommand("FormationController", "followme",         &FormationController::followme);
+    SetConsoleCommand("FormationController", "passivebehaviour", &FormationController::passivebehaviour);
+    SetConsoleCommand("FormationController", "formationsize",    &FormationController::formationsize);
 
 
 
 
-  static const unsigned int STANDARD_MAX_FORMATION_SIZE = 9;
-  static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
-  static const float FORMATION_LENGTH =  110;
-  static const float FORMATION_WIDTH =  110;
-  static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
-  static const float SPEED_MASTER = 0.6f;
-  static const float ROTATEFACTOR_MASTER = 0.2f;
-  static const float SPEED_FREE = 0.8f;
-  static const float ROTATEFACTOR_FREE = 0.8f;
+    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 9;
+    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
+    static const float FORMATION_LENGTH =  110;
+    static const float FORMATION_WIDTH =  110;
+    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
+    static const float SPEED_MASTER = 0.6f;
+    static const float ROTATEFACTOR_MASTER = 0.2f;
+    static const float SPEED_FREE = 0.8f;
+    static const float ROTATEFACTOR_FREE = 0.8f;
 
-  FormationController::FormationController(BaseObject* creator) : Controller(creator)
-  {
+    FormationController::FormationController(BaseObject* creator) : Controller(creator)
+    {
         RegisterObject(FormationController);
 
         this->target_ = 0;
@@ -90,11 +90,11 @@
         this->targetPosition_ = Vector3::ZERO;
         this->team_=-1;
         this->target_.setCallback(createFunctor(&FormationController::targetDied, this));
-  }
+    }
 
-  FormationController::~FormationController()
-  {
-    if (this->isInitialized())
+    FormationController::~FormationController()
+    {
+        if (this->isInitialized())
         {
             this->removeFromFormation();
 
@@ -122,9 +122,9 @@
                 }
             }
         }
-  }
+    }
 
-  void FormationController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    void FormationController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
     {
         SUPER(FormationController, XMLPort, xmlelement, mode);
 
@@ -136,11 +136,11 @@
 
 
 
-  /**
+    /**
         @brief Activates / deactivates formationflight behaviour
         @param form activate formflight if form is true
     */
-  void FormationController::formationflight(const bool form)
+    void FormationController::formationflight(const bool form)
     {
         for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
         {
@@ -167,7 +167,7 @@
         }
     }
 
-  /**
+    /**
         @brief Get all masters to do a "specific master action"
         @param action which action to perform (integer, so it can be called with a console command (tmp solution))
     */
@@ -197,7 +197,7 @@
         }
     }
 
-  /**
+    /**
         @brief Sets shooting behaviour of pawns.
         @param passive if true, bots won't shoot.
     */
@@ -224,7 +224,7 @@
         }
     }
 
-  /**
+    /**
         @brief Sets maximal formation size
         @param size maximal formation size.
     */
@@ -281,13 +281,13 @@
 
         Vector2 coord = get2DViewcoordinates(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
         float distance = (target - this->getControllableEntity()->getPosition()).length();
-		if(coord.x < 0.0001 && coord.y < 0.0001)
-		{
-			// if the ship reaches a direction very close to the direct one, set it to the direct one
-			Vector3 v_temp = this->getControllableEntity()->getPosition();
-			Quaternion quat = v_temp.getRotationTo(target);
-			this->getControllableEntity()->rotate(quat);
-		}
+        if(coord.x < 0.0001 && coord.y < 0.0001)
+        {
+            // if the ship reaches a direction very close to the direct one, set it to the direct one
+            Vector3 v_temp = this->getControllableEntity()->getPosition();
+            Quaternion quat = v_temp.getRotationTo(target);
+            this->getControllableEntity()->rotate(quat);
+        }
 
         if(this->state_ == FREE)
         {
@@ -323,44 +323,44 @@
 
 
         if(this->state_ == SLAVE)
-		{
+        {
 
-			this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * coord.x * 2);
-			this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * coord.y * 2);
+            this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * coord.x * 2);
+            this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * coord.y * 2);
 
-			if (distance < 300)
-			{
-				if (bHasTargetOrientation_)
-				{
-					copyTargetOrientation();
-				}
-				if (distance < 100)
-				{ //linear speed reduction
-					this->getControllableEntity()->moveFrontBack(distance/100.0f*0.4f*SPEED_MASTER);
+            if (distance < 300)
+            {
+                if (bHasTargetOrientation_)
+                {
+                    copyTargetOrientation();
+                }
+                if (distance < 100)
+                { //linear speed reduction
+                    this->getControllableEntity()->moveFrontBack(distance/100.0f*0.4f*SPEED_MASTER);
+                }
+                else
+                    this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
+            }
+            else
+                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
+        }
 
-				} else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
-
-			} else {
-				this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
-			}
-		}
-
         if (distance < 10)
         {
             this->positionReached();
-	    bHasTargetOrientation_=false;
+            bHasTargetOrientation_=false;
         }
     }
 
 
 
-  void FormationController::moveToTargetPosition()
+    void FormationController::moveToTargetPosition()
     {
         this->moveToPosition(this->targetPosition_);
     }
 
-  //copy the Roll orientation of given Quaternion.
-  void FormationController::copyOrientation(const Quaternion& orient)
+    //copy the Roll orientation of given Quaternion.
+    void FormationController::copyOrientation(const Quaternion& orient)
     {
         //roll angle difference in radian
         float diff=orient.getRoll(false).valueRadians()-(this->getControllableEntity()->getOrientation().getRoll(false).valueRadians());
@@ -378,7 +378,7 @@
     }
 
 
-   /**
+    /**
         @brief Unregisters a slave from its master. Initiated by a slave.
     */
     void FormationController::unregisterSlave()
@@ -468,11 +468,11 @@
             this->myMaster_ = 0;
         }
     }
- /**
+
+    /**
         @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
     */
-
-void FormationController::commandSlaves()
+    void FormationController::commandSlaves()
     {
         if(this->state_ != MASTER) return;
 
@@ -486,11 +486,11 @@
             this->slaves_.front()->setTargetPosition(dest);
         }
         else
-	// formation:
+        // formation:
         {
             dest += 1.0f*orient*WorldEntity::BACK;
             Vector3 pos = Vector3::ZERO;
-	         bool left=true;
+            bool left=true;
             int i = 1;
 
             for(std::vector<FormationController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
@@ -688,11 +688,12 @@
         if(this->state_ != MASTER) return;
 
         if (specificMasterActionHoldCount_ == 0)
-         {
+        {
             this->specificMasterAction_ = NONE;
             this->searchNewTarget();
-         }
-        else specificMasterActionHoldCount_--;
+        }
+        else
+            specificMasterActionHoldCount_--;
     }
 
     /**
@@ -716,12 +717,12 @@
     */
     void FormationController::turn180()
     {
-            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
+        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
 
-            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
-            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
+        this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
+        this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
 
-            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
+        this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
     }
 
     /**
@@ -739,8 +740,8 @@
     */
     void FormationController::spin()
     {
-            this->moveToTargetPosition();
-            this->getControllableEntity()->rotateRoll(0.8f);
+        this->moveToTargetPosition();
+        this->getControllableEntity()->rotateRoll(0.8f);
     }
 
   /**
@@ -778,27 +779,22 @@
 
         if((humanPawn != NULL) && (allMasters.size() != 0))
         {
-                float posHuman = humanPawn->getPosition().length();
-                float distance = 0.0f;
-                float minDistance = FLT_MAX;
-                int index = 0;
-                int i = 0;
+            float posHuman = humanPawn->getPosition().length();
+            float distance = 0.0f;
+            float minDistance = FLT_MAX;
+            int index = 0;
+            int i = 0;
 
-                for(std::vector<FormationController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
-                    {
-                        if (!FormationController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
-                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
-                        if(distance < minDistance) index = i;
-                    }
-                allMasters[index]->followInit(humanPawn);
+            for(std::vector<FormationController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
+            {
+                if (!FormationController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
+                distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
+                if(distance < minDistance) index = i;
             }
-
+            allMasters[index]->followInit(humanPawn);
+        }
     }
 
-
-
-
-
     /**
         @brief Master begins to follow a pawn. Is a "specific master action".
         @param pawn pawn to follow.
@@ -819,7 +815,7 @@
 
     }
 
-   /**
+    /**
         @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
     */
     void FormationController::followRandomHumanInit()
@@ -847,7 +843,7 @@
     }
 
 
-  /**
+    /**
         @brief Master follows target with adjusted speed. Called within tick.
     */
     void FormationController::follow()
@@ -859,7 +855,7 @@
     }
 
 
-  void FormationController::setTargetPosition(const Vector3& target)
+    void FormationController::setTargetPosition(const Vector3& target)
     {
         this->targetPosition_ = target;
         this->bHasTargetPosition_ = true;
@@ -923,19 +919,19 @@
         }
     }
 
-  void FormationController::forgetTarget()
+    void FormationController::forgetTarget()
     {
         this->target_ = 0;
         this->bShooting_ = false;
     }
 
-   void FormationController::targetDied()
+    void FormationController::targetDied()
     {
         this->forgetTarget();
         this->searchRandomTargetPosition();
     }
 
-  bool FormationController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
+    bool FormationController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
     {
         if (entity1 == entity2)
             return true;

Modified: code/branches/presentation2012merge/src/orxonox/gametypes/Mission.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/gametypes/Mission.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/gametypes/Mission.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -62,7 +62,7 @@
         if (victim && victim->getPlayer() && this->lives_ == 1)
         {
             this->missionAccomplished_ = false;
-	    this->end();
+            this->end();
         }
     }
 
@@ -77,11 +77,11 @@
     void Mission::end()
     {
         Gametype::end();
-	/*if (this->missionAccomplished_) 
+        /*if (this->missionAccomplished_)
             this->gtinfo_->sendAnnounceMessage("Mission accomplished!");
-	else
+        else
             this->gtinfo_->sendAnnounceMessage("Mission failed!");
-	 * */
+        */
     }
 
     void Mission::setTeams()

Modified: code/branches/presentation2012merge/src/orxonox/infos/PlayerInfo.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/infos/PlayerInfo.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/infos/PlayerInfo.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -172,7 +172,7 @@
 
         this->changedControllableEntity();
 
-		RadarViewable* radarviewable = orxonox_cast<RadarViewable*>(entity);
+        RadarViewable* radarviewable = orxonox_cast<RadarViewable*>(entity);
         if (radarviewable != NULL)
             radarviewable->setRadarName(this->getName());
     }

Modified: code/branches/presentation2012merge/src/orxonox/interfaces/RadarViewable.h
===================================================================
--- code/branches/presentation2012merge/src/orxonox/interfaces/RadarViewable.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/interfaces/RadarViewable.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -60,16 +60,16 @@
         RadarViewable(BaseObject* creator, const WorldEntity* wePtr);
         virtual ~RadarViewable();
 
-		virtual void setRadarName(const std::string& name)
-			{
-				if (this->radarName_ != name)
-				{
-					this->radarName_ = name;
-					this->settingsChanged();
-				}
-			}
-		const std::string& getRadarName() const
-			{ return this->radarName_; }
+        virtual void setRadarName(const std::string& name)
+            {
+                if (this->radarName_ != name)
+                {
+                    this->radarName_ = name;
+                    this->settingsChanged();
+                }
+            }
+        const std::string& getRadarName() const
+            { return this->radarName_; }
 
         inline void setRadarObjectCamouflage(float camouflage)
             {
@@ -162,7 +162,7 @@
         std::string radarObjectDescription_;
         ColourValue radarObjectColour_;
         float scale_;
-		std::string radarName_;
+        std::string radarName_;
     };
 }
 

Modified: code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -86,7 +86,7 @@
         this->setConfigValues();
         this->setPriority( Priority::VeryHigh );
         this->registerVariables();
-	this->team_ = -1;
+        this->team_ = -1;
     }
 
     ControllableEntity::~ControllableEntity()

Modified: code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.h
===================================================================
--- code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.h	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/worldentities/ControllableEntity.h	2012-06-03 16:05:24 UTC (rev 9272)
@@ -163,10 +163,10 @@
                 { return this->target_.get(); }
             void setTargetInternal( uint32_t targetID );
 
-	    inline void setTeam(int team)
-	        { this->team_ = team; }
-	    inline int getTeam() const
-	        { return this->team_; }
+            inline void setTeam(int team)
+                { this->team_ = team; }
+            inline int getTeam() const
+                { return this->team_; }
 
         protected:
             virtual void preDestroy();
@@ -242,7 +242,7 @@
             CameraPosition* reverseCamera_;
             WeakPtr<WorldEntity> target_;
 
-	    int team_ ; //<! teamnumber
+            int team_ ; //<! teamnumber
     };
 }
 

Modified: code/branches/presentation2012merge/src/orxonox/worldentities/pawns/Pawn.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/worldentities/pawns/Pawn.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/worldentities/pawns/Pawn.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -231,13 +231,13 @@
     void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
     {
         //Applies multiplier given by the DamageBoost Pickup.
-    	Pawn *test = dynamic_cast<Pawn *>(originator);
-    	if( test != NULL )
-    	{
-    	  damage *= originator->getDamageMultiplier();
-    	}
+        Pawn *test = dynamic_cast<Pawn *>(originator);
+        if( test != NULL )
+        {
+            damage *= originator->getDamageMultiplier();
+        }
 
-    	if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
+        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
         {
             if (shielddamage >= this->getShieldHealth())
             {

Modified: code/branches/presentation2012merge/src/orxonox/worldentities/pawns/SpaceShip.cc
===================================================================
--- code/branches/presentation2012merge/src/orxonox/worldentities/pawns/SpaceShip.cc	2012-06-03 15:17:18 UTC (rev 9271)
+++ code/branches/presentation2012merge/src/orxonox/worldentities/pawns/SpaceShip.cc	2012-06-03 16:05:24 UTC (rev 9272)
@@ -132,7 +132,7 @@
     void SpaceShip::setConfigValues()
     {
         SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
-        
+
         SetConfigValueExternal(bEnableMotionBlur_, "GraphicsSettings", "enableMotionBlur", true)
             .description("Enable or disable the motion blur effect when moving very fast")
             .callback(this, &SpaceShip::changedEnableMotionBlur);
@@ -502,8 +502,8 @@
     */
     void SpaceShip::resetCamera()
     {
-	if(this->hasLocalController() && this->hasHumanController())
-	{
+        if(this->hasLocalController() && this->hasHumanController())
+        {
             Camera *camera = this->getCamera();
             if (camera == 0)
             {
@@ -513,7 +513,7 @@
             this->shakeDt_ = 0.0f;
             camera->setPosition(this->cameraOriginalPosition_);
             camera->setOrientation(this->cameraOriginalOrientation_);
-	}
+        }
     }
 
 }




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