Index: /branches/playability/src/world_entities/WorldEntities.am
===================================================================
--- /branches/playability/src/world_entities/WorldEntities.am	(revision 10483)
+++ /branches/playability/src/world_entities/WorldEntities.am	(revision 10484)
@@ -33,5 +33,5 @@
                 \
                 world_entities/questGUI/quest_gui.cc \
-		world_entities/questGUI/quest.cc \
+                world_entities/questGUI/quest.cc \
                 \
                 world_entities/weapons/weapon_slot.cc \
Index: /branches/playability/src/world_entities/space_ships/human_scout.cc
===================================================================
--- /branches/playability/src/world_entities/space_ships/human_scout.cc	(revision 10484)
+++ /branches/playability/src/world_entities/space_ships/human_scout.cc	(revision 10484)
@@ -0,0 +1,1174 @@
+/*
+   orxonox - the future of 3D-vertical-scrollers
+
+   Copyright (C) 2004 orx
+
+   This program is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2, or (at your option)
+   any later version.
+
+### File Specific:
+   main-programmer: Benjamin Knecht
+   co-programmer: Silvan Nellen
+
+*/
+
+#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
+
+#include "executor/executor.h"
+#include "human_scout.h"
+
+#include "util/loading/resource_manager.h"
+
+// #include "weapons/test_gun.h"
+#include "weapons/light_blaster.h"
+#include "weapons/medium_blaster.h"
+#include "weapons/heavy_blaster.h"
+#include "weapons/swarm_launcher.h"
+// #include "weapons/spike_launcher.h"
+// #include "weapons/spike_thrower.h"
+// #include "weapons/acid_launcher.h"
+// #include "weapons/boomerang_gun.h"
+// #include "weapons/turret.h"
+// #include "weapons/cannon.h"
+
+#include "elements/glgui_energywidgetvertical.h"
+#include "glgui_bar.h"
+
+#include "particles/dot_emitter.h"
+#include "particles/emitter_node.h"
+#include "particles/sprite_particles.h"
+#include "effects/trail.h"
+
+#include "effects/wobblegrid.h"
+
+#include "util/loading/factory.h"
+#include "key_mapper.h"
+
+#include "network_game_manager.h"
+#include "shared_network_data.h"
+
+#include "power_ups/weapon_power_up.h"
+#include "power_ups/param_power_up.h"
+
+#include "graphics_engine.h"
+
+#include "plane.h"
+
+#include "state.h"
+#include "player.h"
+#include "camera.h"
+
+
+#include "util/loading/load_param.h"
+#include "time.h"
+
+#include "track/track.h"
+#include "math.h"
+
+
+// #include "lib/gui/gl_gui/glgui_bar.h"
+// #include "lib/gui/gl_gui/glgui_pushbutton.h"
+
+
+
+ObjectListDefinition(HumanScout);
+CREATE_FACTORY(HumanScout);
+
+#include "script_class.h"
+CREATE_SCRIPTABLE_CLASS(HumanScout,
+                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
+                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
+                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
+                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
+                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
+                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
+                        //Coordinates
+                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
+                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
+                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
+                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
+                        //->addMethod("setCameraSpeed", Executor1<HumanScout, lua_State*, float>(&HumanScout::setCameraSpeed))
+                       );
+
+/**
+ *  destructs the spaceship, deletes alocated memory
+ */
+HumanScout::~HumanScout ()
+{
+  this->setPlayer(NULL);
+}
+
+/**
+ * loads a Spaceships information from a specified file.
+ * @param fileName the name of the File to load the spaceship from (absolute path)
+ */
+HumanScout::HumanScout(const std::string& fileName)
+    : secWeaponMan(this) //,
+    //supportedPlaymodes(Playable::Vertical) ,
+    //playmode(Playable::Vertical)
+{
+  this->init();
+  TiXmlDocument doc(fileName);
+
+  if(!doc.LoadFile())
+  {
+    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
+    return;
+  }
+
+  this->loadParams(doc.RootElement());
+}
+
+/**
+ *  creates a new Spaceship from Xml Data
+ * @param root the xml element containing spaceship data
+
+   @todo add more parameters to load
+*/
+HumanScout::HumanScout(const TiXmlElement* root)
+    : secWeaponMan(this) //,
+    //supportedPlaymodes(Playable::Vertical) ,
+    //playmode(Playable::Vertical)
+{
+  this->init();
+  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
+  if (root != NULL)
+    this->loadParams(root);
+
+}
+
+
+/**
+ * initializes a Spaceship
+ */
+void HumanScout::init()
+{
+
+  srand(time(0));   //initialize Random Nomber Generator
+
+  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
+  this->registerObject(this, HumanScout::_objectList);
+  PRINTF(4)("HUMAN SCOUT INIT\n");
+  this->weaponMan.setParentEntity( this);
+  //weapons:
+
+  Weapon* wpRight1 = new LightBlaster ();
+  wpRight1->setName( "LightBlaster");
+  Weapon* wpLeft1 = new LightBlaster ();
+  wpLeft1->setName( "LightBlaster");
+
+  Weapon* wpRight2 = new MediumBlaster ();
+  wpRight2->setName( "MediumBlaster");
+  Weapon* wpLeft2 = new MediumBlaster ();
+  wpLeft2->setName( "MediumBlaster");
+
+  Weapon* wpRight3 = new HeavyBlaster (1);
+  wpRight3->setName( "HeavyBlaster");
+  Weapon* wpLeft3 = new HeavyBlaster (0);
+  wpLeft3->setName( "HeavyBlaster");
+
+  Weapon* cannon = new SwarmLauncher();
+  cannon->setName( "SwarmLauncher");
+/*
+  Weapon* spike = new SpikeThrower();
+  spike->setName( "SpikeThrower" );
+
+
+  Weapon* acid0 = new AcidLauncher();
+  acid0->setName( "AcidSplasher" );
+
+  Weapon* acid1 = new AcidLauncher();
+  acid1->setName( "AcidSplasher" );*/
+
+
+  this->weaponMan.addWeapon( wpLeft1, 0, 0);
+  this->weaponMan.addWeapon( wpRight1, 0, 1);
+
+  this->weaponMan.addWeapon( wpLeft2, 1, 2);
+  this->weaponMan.addWeapon( wpRight2, 1, 3);
+
+  this->weaponMan.addWeapon( wpLeft3, 2, 4);
+  this->weaponMan.addWeapon( wpRight3, 2, 5);
+
+  this->weaponMan.addWeapon( wpLeft1, 3, 0);
+  this->weaponMan.addWeapon( wpRight1, 3, 1);
+
+  this->weaponMan.addWeapon( wpLeft2, 3, 2);
+  this->weaponMan.addWeapon( wpRight2, 3, 3);
+
+  this->weaponMan.addWeapon( wpLeft3, 3, 4);
+  this->weaponMan.addWeapon( wpRight3, 3, 5);
+
+
+//   this->weaponMan.addWeapon( acid0, 3, 0);
+//   this->weaponMan.addWeapon( acid1, 3, 1);
+
+
+  this->secWeaponMan.addWeapon( cannon, 0, 2);
+//   this->secWeaponMan.addWeapon( spike, 1, 3);
+//   this->secWeaponMan.addWeapon( acid0, 2, 2);
+//   this->secWeaponMan.addWeapon( acid1, 2, 3);
+
+
+  this->weaponMan.changeWeaponConfig(3);
+  this->secWeaponMan.changeWeaponConfig(1);
+
+  curWeaponPrimary    = 0;
+  curWeaponSecondary  = 1;
+
+  Playable::weaponConfigChanged();
+
+  reactorOutput     = 10;
+
+  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
+  engineSpeedBase   = 5;
+  shieldRegen       = 2;
+
+  shieldEnergyShare = 0.3;
+  weaponEnergyShare = 0.3;
+  engineEnergyShare = 0.4;
+
+  shieldCur         = 20;
+  shieldMax         = 100;
+  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
+
+  this->setHealth( 20);
+  this->setHealthMax( 100);
+
+  electronicCur = 50;
+  electronicMax = 50;
+  electronicRegen   = 3;
+  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
+
+
+/*  this->loadModel("models/ships/mantawing.obj");*/
+  //this->setVisibiliy(false);
+
+  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
+
+  this->setHealthMax(shieldMax);
+  this->setHealth(shieldCur);
+
+  this->travelNode = new PNode();
+
+  // camera - issue
+  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
+  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
+
+  // widget handling
+  /*
+  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
+  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
+  this->electronicWidget->setSize2D(30,400);
+  this->electronicWidget->setAbsCoor2D(150,200);
+  this->electronicWidget->shiftDir2D(270);
+  this->updateElectronicWidget();
+  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
+  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
+  this->shieldWidget->setSize2D(30,400);
+  this->shieldWidget->setAbsCoor2D(200,200);
+  this->shieldWidget->shiftDir2D(270);
+  this->updateShieldWidget();
+  if (this->hasPlayer())
+  {
+    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
+    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
+  }
+  */
+  this->electronicWidget = NULL;
+  this->shieldWidget = NULL;
+
+  //add events to the eventlist
+  registerEvent(KeyMapper::PEV_FORWARD);
+  registerEvent(KeyMapper::PEV_BACKWARD);
+  registerEvent(KeyMapper::PEV_LEFT);
+  registerEvent(KeyMapper::PEV_RIGHT);
+  //registerEvent(SDLK_q);
+  //registerEvent(SDLK_e);
+  registerEvent(KeyMapper::PEV_FIRE1);
+  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
+  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
+  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
+  //registerEvent(SDLK_PAGEUP);
+  //registerEvent(SDLK_PAGEDOWN);
+  registerEvent(EV_MOUSE_MOTION);
+
+  this->weaponMan.setParentEntity( this);
+  this->secWeaponMan.setParentEntity( this);
+
+  this->weaponMan.setSlotCount(8);
+
+  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
+  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
+  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
+  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
+
+  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
+  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
+
+  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
+  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
+
+  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
+  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
+
+  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
+  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
+
+  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
+  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
+
+  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
+  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
+  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
+  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
+
+  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
+  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
+
+  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
+  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
+
+  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
+  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
+
+
+  this->weaponMan.getFixedTarget()->setParent(this);
+  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
+
+
+  this->secWeaponMan.getFixedTarget()->setParent(this);
+  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
+  this->secWeaponMan.setRotationSpeed(0);
+
+  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
+
+
+  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
+  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
+
+  //this->airFriction = 0.5f;
+  //this->travelDistancePlus = Vector2D(38.0, 43.0);
+  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
+  this->travelDistancePlus = Vector2D(50,50);
+  this->travelDistanceMinus = Vector2D(-50,-50);
+  this->isTravelDistanceInit = true;
+  this->actionWidthPercentage = 1;
+
+  this->cameraSpeed = 40;
+  this->cameraLook = 0.0f;
+  //this->airFriction = 0.0f;
+
+  srand(time(0));  //initaialize RNG
+
+  this->travelNode->debugDraw();
+
+  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
+
+  /// FIXME
+  this->trail = new Trail( 5, 10, .2, this);
+  this->trail->setTexture( "textures/engine.png");
+
+  this->trailL = new Trail( 5, 10, .2, this);
+  this->trailL->setTexture( "textures/engine.png");
+
+  this->trailR = new Trail( 5, 10, .2, this);
+  this->trailR->setTexture( "textures/engine.png");
+
+
+  this->toList(OM_GROUP_00);
+
+  //FIXME Just testaddition to show the wobblegrid
+/*
+  this->test  = new Wobblegrid(5);
+  test->setTexture("textures/blub.png");
+
+  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
+  test->setParent( this);
+*/
+
+}
+
+
+/**
+ * loads the Settings of a HumanScout from an XML-element.
+ * @param root the XML-element to load the Spaceship's properties from
+ */
+void HumanScout::loadParams(const TiXmlElement* root)
+{
+  Playable::loadParams(root);
+
+  LoadParam(root, "playmode", this, HumanScout, setPlaymodeXML);
+  LoadParam(root, "cameraDistance", this, HumanScout, setCameraDistance);
+  LoadParam(root, "cameraFovy", this, HumanScout, setCameraFovy);
+  LoadParam(root, "actionWidthPercentage", this, HumanScout, setActionWidthPercentage);
+
+  State::getCamera()->setViewMode(Camera::ViewTop);
+}
+
+
+void HumanScout::setPlayDirection(const Quaternion& rot, float speed)
+{
+  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
+}
+
+void HumanScout::reset()
+{
+  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
+
+  //xMouse = yMouse = 0;
+
+  this->setHealth(80);
+  this->velocity = Vector(0.0, 0.0, 0.0);
+}
+
+
+void HumanScout::enter()
+{
+  this->secWeaponMan.showCrosshair();
+  this->toList( OM_GROUP_01 );
+  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
+  State::getPlayer()->hud().setOverlayActive(true);
+  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
+  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
+  //this->attachCamera();
+ // this->setPlaymode(Playable::Horizontal);
+}
+
+void HumanScout::leave()
+{
+  this->secWeaponMan.hideCrosshair();
+  this->toList( OM_GROUP_00);
+  State::getPlayer()->hud().setOverlayActive(false);
+  State::getCamera()->setEventHandling(true);
+  State::getPlayer()->hud().setRadarCenterNode(NULL);
+  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
+  //this->detachCamera();
+}
+
+
+/**
+ *  effect that occurs after the HumanScout is spawned
+*/
+void HumanScout::postSpawn ()
+{
+  if(this->hasPlayer())
+    Playable::postSpawn();
+
+  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
+}
+
+/**
+ *  the action occuring if the spaceship left the game
+*/
+void HumanScout::leftWorld ()
+{
+
+}
+
+WorldEntity* ref = NULL;
+
+/**
+ *  draws the spaceship after transforming it.
+*/
+void HumanScout::draw () const
+{
+  if( this->entityTrack != NULL && this->isDrawTrack())
+    this->entityTrack->drawGraph();
+
+  WorldEntity::draw();
+
+  glMatrixMode(GL_MODELVIEW);
+  glPushMatrix();
+
+  float matrix[4][4];
+  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
+  this->getAbsDir().matrix (matrix);
+  glMultMatrixf((float*)matrix);
+  //glScalef(2.0, 2.0, 2.0);  // no double rescale
+	// FIXME
+
+
+  this->trail->draw();
+
+  glTranslatef(0,0,-.5);
+  this->trailL->draw();
+
+  glTranslatef(0,0,1);
+  this->trailR->draw();
+
+  glPopMatrix();
+  //this->debug(0);
+}
+
+/**
+ *  the function called for each passing timeSnap
+ * @param time The timespan passed since last update
+*/
+void HumanScout::tick (float time)
+{
+  // Playable::tick(time);
+
+ // this->test->tick(time);
+
+  // Own Tick Setup, as a different fire routine is used on the weapon manager
+  this->weaponMan.tick(time);
+  this->secWeaponMan.tick(time);
+
+  if( this->systemFailure() )
+    bFire = bSecFire = false;
+
+  // fire reqeust/release for primary weapons
+  if( this->bFire)
+    this->weaponMan.fire();
+  else
+    this->weaponMan.releaseFire();
+
+  // fire reqeust/release for secondary weapons
+  if( this->bSecFire)
+    this->secWeaponMan.fire();
+  else
+    this->secWeaponMan.releaseFire();
+
+  // Tracktick
+  if(this->entityTrack)
+    this->entityTrack->tick(time);
+
+
+  // Shield Regeneration and other regular calculations on the ship
+  this->regen(time);
+
+  // Weapon Regeneration and other regular calculations on the ship
+  this->weaponRegen(time);
+
+  // current engine speed output
+  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
+
+  // calculation of maxSpeed and acceleration:
+  this->travelSpeed = this->engineSpeedCur * 5;
+  this->acceleration = this->travelSpeed * 2;
+
+  this->movement(time);
+
+   // TRYING TO FIX PNode.
+  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
+  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
+
+
+  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
+  this->oldPos    = this->getAbsCoor();
+
+//FIXME
+  this->trail->tick(time);
+  this->trailL->tick(time);
+  this->trailR->tick(time);
+
+  if (!this->isTravelDistanceInit)
+  {
+    this->updateTravelDistance();
+    //this->isTravelDistanceInit = true;
+  }
+
+  //orient the spaceship in direction of the mouse
+  /*
+  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
+  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
+    this->setAbsDir( rotQuat);
+  //this->setAbsDirSoft(mouseDir,5);
+  */
+  /*
+  this->shiftCoor(move);
+  */
+
+  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
+
+}
+
+/**
+ * @todo switch statement ??
+ */
+void HumanScout::process(const Event &event)
+{
+  //Playable::process(event);
+
+  if( event.type == KeyMapper::PEV_LEFT)
+    this->bLeft = event.bPressed;
+  else if( event.type == KeyMapper::PEV_RIGHT)
+  {
+    this->bRight = event.bPressed;
+    printf("ShipCoorX: %f \n", this->getRelCoor().x);
+  }
+  else if( event.type == KeyMapper::PEV_FORWARD)
+  {
+    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
+
+  }
+  else if( event.type == KeyMapper::PEV_BACKWARD)
+    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
+  else if( event.type == KeyMapper::PEV_FIRE2)
+    this->bSecFire = event.bPressed;
+  else if( event.type == KeyMapper::PEV_FIRE1)
+    this->bFire = event.bPressed;
+  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
+  {
+    this->nextWeaponConfig();
+  }
+  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
+    this->previousWeaponConfig();
+
+  if (!(State::getCamera()->getEventHandling()))
+  {
+    if( event.type == KeyMapper::PEV_VIEW0)
+    {
+      State::getCamera()->setViewMode(Camera::ViewNormal);
+      State::getCameraTargetNode()->setParent(this);
+      State::getCamera()->setParent(this);
+    }
+    else if( event.type == KeyMapper::PEV_VIEW1)
+    {
+      State::getCamera()->setViewMode(Camera::ViewBehind);
+      State::getCameraTargetNode()->setParent(this);
+      State::getCamera()->setParent(this);
+    }
+    else if( event.type == KeyMapper::PEV_VIEW2)
+    {
+      State::getCamera()->setViewMode(Camera::ViewFront);
+      State::getCameraTargetNode()->setParent(this);
+      State::getCamera()->setParent(this);
+    }
+    else if( event.type == KeyMapper::PEV_VIEW3)
+    {
+      State::getCamera()->setViewMode(Camera::ViewLeft);
+      State::getCameraTargetNode()->setParent(this);
+      State::getCamera()->setParent(this);
+    }
+    else if( event.type == KeyMapper::PEV_VIEW4)
+    {
+      State::getCamera()->setViewMode(Camera::ViewRight);
+      State::getCameraTargetNode()->setParent(this);
+      State::getCamera()->setParent(this);
+    }
+    else if( event.type == KeyMapper::PEV_VIEW5)
+    {
+      State::getCamera()->setViewMode(Camera::ViewTop);
+      State::getCameraTargetNode()->setParent(this->travelNode);
+      State::getCamera()->setParent(this->travelNode);
+    }
+  }
+
+
+  /*
+  else if( event.type == EV_MOUSE_MOTION)
+  {
+
+    this->xMouse += event.xRel;
+    this->yMouse += event.yRel;
+  }
+  */
+}
+
+void HumanScout::destroy( WorldEntity* killer )
+{
+  if(this->hasPlayer())
+    Playable::destroy( killer);
+
+  PRINTF(5)("spaceship destroy\n");
+
+  EmitterNode* node  = NULL;
+  DotEmitter* emitter = NULL;
+  SpriteParticles*  explosionParticles  = NULL;
+
+  explosionParticles = new SpriteParticles(200);
+  explosionParticles->setName("HumanScoutExplosionParticles");
+  explosionParticles->setLifeSpan(.2, .3);
+  explosionParticles->setRadius(0.0, 10.0);
+  explosionParticles->setRadius(.5, 6.0);
+  explosionParticles->setRadius(1.0, 3.0);
+  explosionParticles->setColor(0.0, 1,1,1,.9);
+  explosionParticles->setColor(0.1,  1,1,0,.9);
+  explosionParticles->setColor(0.5, .8,.4,0,.5);
+  explosionParticles->setColor(1.0, .2,.2,.2,.5);
+
+
+  emitter = new DotEmitter( 2000, 70, 360);
+  //emitter->setSpread( 0, M_2_PI);
+  emitter->setEmissionRate( 200.0);
+  //emitter->setEmissionVelocity( 200.0);
+  //emitter->setSystem( explosionParticles);
+  //emitter->setAbsCoor( this->getAbsCoor());
+
+  node  = new EmitterNode( .1f);
+  node->setupParticle( emitter, explosionParticles);
+  node->setAbsDir( this->getAbsDir());
+  node->setVelocity( this->getVelocity() * .9f);
+  node->setAbsCoor( this->getAbsCoor());
+  if( !node->start())
+    PRINTF(0)("Explosion node not correctly started!");
+/*
+  PNode* node          = new PNode();
+  node->setAbsCoor(this->getAbsCoor());
+  Explosion* explosion = new Explosion();
+  explosion->explode( node, Vector(5,5,5));
+*/
+/*
+  if( this->hasPlayer())
+  {
+	this->setAbsCoor(Vector(-10000,10000,10000));
+	this->hide();
+  }
+  else
+  {*/
+    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
+  //}
+
+}
+
+void HumanScout::respawn( )
+{
+  Playable::respawn();
+}
+
+
+void HumanScout::damage(float pDamage, float eDamage){
+  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
+
+  if( this->shieldActive) {
+    if( this->shieldCur > pDamage) {
+      this->shieldCur = this->shieldCur - pDamage;
+    }
+    else { // shield <= pDamage
+      this->shieldCur -=pDamage;
+      this->shieldActive = false; //shield collapses
+      pDamage += this->shieldCur;
+      if( !this->shieldActive) {
+        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
+        this->electronicCur -= eDamage;
+      }
+    }
+  }
+  else {
+    this->armorCur = this->armorCur - pDamage;
+    this->electronicCur = this->electronicCur - eDamage;
+  }
+  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
+    this->destroy(this);
+
+  updateElectronicWidget();
+  updateShieldWidget();
+
+  this->setHealth( this->armorCur);
+}
+
+
+void HumanScout::regen(float time){
+  float tmp;
+  if (this->armorCur != this->armorMax || this->armorRegen != 0){
+    tmp = this->armorCur + this->armorRegen * time;
+    if ( tmp > electronicMax)
+      this->armorCur = this->armorMax;
+    else
+      this->armorCur = tmp;
+  }
+  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
+    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
+    if( tmp > shieldMax)
+      this->shieldCur = this->shieldMax;
+    else
+      this->shieldCur = tmp;
+    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
+
+    updateShieldWidget();
+  }
+
+  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
+
+  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
+    tmp = this->electronicCur + this->electronicRegen * time;
+    if ( tmp > electronicMax)
+      this->electronicCur = this->electronicMax;
+    else
+      this->electronicCur = tmp;
+
+    updateElectronicWidget();
+  }
+
+}
+
+
+/**
+ * Weapon regeneration
+ * does not use any reactor capacity, as it wouldn't work in a consistent way.
+ */
+void HumanScout::weaponRegen(float time)
+{
+  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
+  Weapon* weapon;
+  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
+  {
+    weapon = this->weaponMan.getWeapon(i);
+    if( weapon != NULL && weapon->isActive())
+    {
+      weapon->increaseEnergy( energy);
+    }
+
+  }
+  // weaponMan.increaseAmmunition( weapon, energy);
+}
+
+
+void HumanScout::enterPlaymode(Playable::Playmode playmode)
+{
+  switch(playmode)
+  {
+    case Playable::Full3D:
+      /*
+      if (State::getCameraNode != NULL)
+      {
+        Vector absCoor = this->getAbsCoor();
+        this->setParent(PNode::getNullParent());
+        this->setAbsCoor(absCoor);
+        State::getCameraNode()->setParentSoft(&this->cameraNode);
+        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
+        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
+        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
+
+      }
+      */
+      //break;
+
+      break;
+    case Playable::Horizontal:
+      if (State::getCameraNode != NULL)
+      {
+        this->debugNode(1);
+        this->travelNode->debugNode(1);
+
+        this->travelNode->setAbsCoor(this->getAbsCoor());
+        this->travelNode->updateNode(0.01f);
+
+        this->isTravelDistanceInit = false;
+
+        if(this->entityTrack)
+           this->travelNode->setParent(this->entityTrack->getTrackNode());
+
+        this->setParent(this->travelNode);
+        this->setRelCoor(0,0,0);
+
+        State::getCameraNode()->setParentSoft(this->travelNode);
+        //State::getCameraNode()->setParentSoft(this);
+        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
+        State::getCameraTargetNode()->setParentSoft(this->travelNode);
+        //State::getCameraTargetNode()->setParentSoft(this);
+        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
+        this->setCameraMode(Camera::ViewTop);
+        State::getCamera()->setEventHandling(false);
+        registerEvent(KeyMapper::PEV_VIEW0);
+        registerEvent(KeyMapper::PEV_VIEW1);
+        registerEvent(KeyMapper::PEV_VIEW2);
+        registerEvent(KeyMapper::PEV_VIEW3);
+        registerEvent(KeyMapper::PEV_VIEW4);
+        registerEvent(KeyMapper::PEV_VIEW5);
+
+        State::getCamera()->setParentMode(PNODE_ALL);
+
+        //this->updateTravelDistance();
+
+        this->debugNode(1);
+        this->travelNode->debugNode(1);
+      }
+      break;
+
+    default:
+      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
+  }
+}
+
+/**
+ * @brief calculate the velocity
+ * @param time the timeslice since the last frame
+*/
+
+void HumanScout::movement (float dt)
+{
+  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
+  //the ship doesn't slide too much.
+  float airCoeff = 2.5;
+  float pi = 3.14;
+
+  switch(this->getPlaymode())
+  {
+    case Playable::Horizontal:
+    {
+      // these routines will change the travel movement into zero in a short amout of time, if the player
+      // doesn't press any buttons.
+      if (this->travelVelocity.x >= 0)
+      {
+        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
+          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
+        else
+          this->travelVelocity.x = 0;
+      }
+      else
+      {
+        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
+          this->travelVelocity.x += airCoeff* this->acceleration * dt;
+        else
+          this->travelVelocity.x = 0;
+      }
+      if (this->travelVelocity.z >= 0)
+      {
+        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
+          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
+        else
+          this->travelVelocity.z = 0;
+      }
+      else
+      {
+        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
+          this->travelVelocity.z += airCoeff* this->acceleration * dt;
+        else
+          this->travelVelocity.z = 0;
+      }
+
+      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
+      // and its continuing to slide a bit.
+      Vector oldCoor = this->getRelCoor();
+      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
+      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
+      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
+      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
+
+      if( this->systemFailure() )
+        bForward = bBackward = bLeft = bRight = false;
+
+      if( this->bForward )
+      {
+        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
+        if(this->getRelCoor().x < this->travelDistancePlus.x)
+        {
+          if (this->travelVelocity.x < this->travelSpeed)
+          {
+            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
+          }
+          else
+          {
+            this->travelVelocity.x = this->travelSpeed;
+          }
+        }
+        else
+        {
+          this->travelVelocity.x = 0.0f;
+        }
+      }
+
+      if( this->bBackward )
+      {
+        if(this->getRelCoor().x > this->travelDistanceMinus.x)
+        {
+          if (this->travelVelocity.x > -this->travelSpeed)
+          {
+            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
+          }
+          else
+          {
+            this->travelVelocity.x = -this->travelSpeed;
+          }
+        }
+        else
+        {
+          this->travelVelocity.x = 0.0f;
+        }
+      }
+
+      if( this->bLeft)
+      {
+        if(this->getRelCoor().z > this->travelDistanceMinus.y)
+        {
+          if (this->travelVelocity.z > -this->travelSpeed)
+          {
+            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
+          }
+          else
+          {
+            this->travelVelocity.z = -this->travelSpeed;
+          }
+        }
+        else
+        {
+          this->travelVelocity.z = 0.0f;
+        }
+        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
+      }
+
+      if( this->bRight)
+      {
+        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
+        if(this->getRelCoor().z < this->travelDistancePlus.y)
+        {
+          if (this->travelVelocity.z < this->travelSpeed)
+          {
+            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
+          }
+          else
+          {
+            this->travelVelocity.z = this->travelSpeed;
+          }
+        }
+        else
+        {
+          this->travelVelocity.z = 0.0f;
+        }
+        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
+      }
+      if (!this->bRight && !this->bLeft)
+      {
+        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
+      }
+
+    //normalisation of the vectors (vector sum must be <= travelspeed)
+    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
+    if (xzNorm > this->travelSpeed)
+    {
+      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
+      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
+    }
+
+    //this moves camera and ship along the travel path.
+    if(!this->entityTrack)
+       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
+
+    break;
+    }
+    case Playable::Vertical:
+      break;
+    default:
+      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
+  }
+   //set new coordinates calculated through key- events.
+  this->shiftCoor (this->travelVelocity * dt);
+}
+
+void HumanScout::setPlaymodeXML(const std::string& playmode)
+{
+  this->setPlaymode(Playable::stringToPlaymode(playmode));
+}
+
+/**
+ * @brief jumps to the next WeaponConfiguration
+ */
+void HumanScout::nextWeaponConfig()
+{
+  PRINTF(0)("Requested next weapon config!\n");
+  this->weaponMan.nextWeaponConfig();
+  Playable::weaponConfigChanged();
+}
+
+/**
+ * @brief moves to the last WeaponConfiguration
+ */
+void HumanScout::previousWeaponConfig()
+{
+  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
+  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
+  Playable::weaponConfigChanged();
+}
+
+// void HumanScout::hit( float damage, WorldEntity* killer)
+// {
+//   this->damage(killer->getDamage(),0);
+// }
+
+void HumanScout::updateElectronicWidget()
+{
+  if (this->electronicWidget != NULL)
+  { //if it exists already: update it
+     this->electronicWidget->setMaximum(this->electronicMax);
+     this->electronicWidget->setValue(this->electronicCur);
+  }
+  else
+  { //create the widget
+    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
+    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
+    //this->electronicWidget->setDisplayedName("Electronics:");
+    //this->electronicWidget->setSize2D(100,20);
+    //this->electronicWidget->setAbsCoor2D(150,200);
+    this->updateElectronicWidget();
+    if (this->hasPlayer())
+      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
+  }
+}
+
+void HumanScout::updateShieldWidget()
+{
+  if (this->shieldWidget != NULL)
+  {
+    this->shieldWidget->setMaximum(this->shieldMax);
+    this->shieldWidget->setValue(this->shieldCur);;
+  }
+  else
+  {
+    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
+    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
+    //this->shieldWidget->setDisplayedName("Shield:");
+    //his->shieldWidget->setSize2D(100,20);
+    //this->shieldWidget->setAbsCoor2D(200,200);
+    this->updateShieldWidget();
+    if (this->hasPlayer())
+      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
+  }
+}
+
+void HumanScout::setCameraDistance(float dist)
+{
+  State::getCamera()->setViewTopDistance(dist);
+}
+
+void HumanScout::setCameraFovy(float fovy)
+{
+  State::getCamera()->setViewTopFovy(fovy);
+}
+
+void HumanScout::updateTravelDistance()
+{
+  float x = 1.25 * this->actionWidthPercentage * fabsf(State::getCamera()->getAbsCoor().y) * tan(State::getCamera()->getFovy()*M_PI /360.0);
+  float y = x / State::getCamera()->getAspectRatio() / this->actionWidthPercentage;
+  //State::getCamera()->setAbsCoor(-5, 1000, 0);
+
+
+  //State::getCamera()->getAbsCoor().print();
+  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
+
+  //printf("x: %f, y: %f \n", x, y);
+  this->travelDistancePlus = Vector2D(y, x);
+  this->travelDistanceMinus = Vector2D(-y, -x);
+
+  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
+  PRINTF(0)("TravelDistance has been updated\n");
+  this->isTravelDistanceInit = true;
+}
+
+void HumanScout::setActionWidthPercentage(int i)
+{
+  if (i>100) i=100;
+  if (i<0) i=0;
+  this->actionWidthPercentage = i/100.0;
+
+  if (this->hasPlayer())
+    this->isTravelDistanceInit = false;
+};
Index: /branches/playability/src/world_entities/space_ships/human_scout.h
===================================================================
--- /branches/playability/src/world_entities/space_ships/human_scout.h	(revision 10484)
+++ /branches/playability/src/world_entities/space_ships/human_scout.h	(revision 10484)
@@ -0,0 +1,215 @@
+/*!
+ * @file human_scout.h
+ * Implements the Control of a Spaceship
+ * Space Ships are the core class for all types of ships in Orxonox
+ * By default is on OM_GROUP_00
+ * If player boards the ship, it is moved to OM_GROUP_01
+ */
+
+#ifndef _HUMAN_SCOUT_H
+#define _HUMAN_SCOUT_H
+
+#include "playable.h"
+#include "extendable.h"
+
+// Forward Declaration
+template<class T> class tList;
+class Vector;
+class Event;
+class ParticleEmitter;
+class ParticleSystem;
+class Trail;
+// class Wobblegrid;
+
+class HumanScout : public Playable
+{
+  ObjectListDeclaration(HumanScout);
+
+  public:
+    HumanScout(const std::string& fileName);
+    HumanScout(const TiXmlElement* root = NULL);
+    virtual ~HumanScout();
+
+    virtual void loadParams(const TiXmlElement* root);
+
+    virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f);
+    /*
+    void setTravelHeight(float travelHeight);
+    void setTravelDistance(const Vector2D& distance);
+    void setTravelDistance(float x, float y);
+    */
+
+    //void setAirFriction(float friction) { this->airFriction = friction; };
+
+    virtual void enter();
+    virtual void leave();
+
+    virtual void reset();
+
+    virtual void postSpawn();
+    virtual void leftWorld();
+
+    virtual void destroy(WorldEntity* killer);
+    virtual void respawn();
+
+    inline Vector getVelocity() { return this->velocity; };
+
+    virtual void tick(float time);
+    virtual void draw() const;
+
+    virtual void process(const Event &event);
+//     virtual void hit (WorldEntity* entity, float damage);
+
+    inline WeaponManager& getWeaponManagerSecondary() { return this->secWeaponMan; };
+
+    //Functions for GUI
+    inline float getShieldCur() { return this->shieldCur; };        //!< returns current shield value
+    inline float getShieldMax() { return this->shieldMax; };        //!< returns maximum shield value
+
+    inline float getArmorCur() { return this->armorCur; };          //!< returns current armor value
+    inline float getArmorMax() { return this->armorMax; };          //!< returns current armor value
+
+    inline float getElectronicCur() { return this->electronicCur; }; //!< returns current electronic value
+    inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value
+
+    inline PNode* getTravelNode() { return this->travelNode; };
+
+    //damage handler
+    virtual void damage(float pDamage, float eDamage);  //!< pDamage physical damage, eDamage electronic damage
+
+    //included by Michel: 
+    virtual void enterPlaymode(Playable::Playmode playmode);
+    void setPlaymodeXML(const std::string& playmode); //recieves the playmode from a string (useful for script implementation)
+    void setActionWidthPercentage(int i);
+    void updateTravelDistance();
+    virtual void movement (float dt);
+
+    //
+
+    void nextWeaponConfig();
+    void previousWeaponConfig();
+
+    virtual void hit(float damage, WorldEntity* killer);
+
+  private:
+    void init();
+
+    //void calculateVelocity(float time);
+
+    void regen(float time);  //!< handler for shield and electronic regeneration
+
+    void weaponRegen(float time);   //!< weapon energy regeneration
+
+    inline bool systemFailure() {  return (this->electronicCur < float(rand())/float(RAND_MAX) * this->electronicTH); };
+
+    void updateElectronicWidget();
+    void updateShieldWidget();
+
+    //WeaponManager         weaponMan;      //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping
+    WeaponManager         secWeaponMan;       //!< the secondary weapon manager: managing a list of special weapons to weapon-slot mapping
+    short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
+    Playable::Playmode    playmode;           //!< The current playmode.
+
+    //ship atributes
+    float       shieldCur;          //!< current shield
+    float       shieldMax;          //!< maximum shield
+    float       shieldEnergyShare;  //!< percentage of reactor output
+    float       shieldRegen;        //!< shield regeneration rate per second
+    float       shieldTH;           //!< shield threshhold for reactivation
+    bool        shieldActive;       //!< wheather the shield is working
+    OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar
+
+    float       armorCur;           //!< current armor
+    float       armorMax;           //!< maximum armor
+    float       armorRegen;         //!< armor regeneration per tick (usable on bioships?)
+    //note that the armor widget is set on the health- widget in world- entity (see in player.cc)
+
+    float       electronicCur;      //!< current electronic
+    float       electronicMax;      //!< maximum electronic
+    float       electronicRegen;    //!< electronic regenration rate per tick
+    float       electronicTH;       //!< Threshhold for electronic failure
+    OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar
+
+    float       engineSpeedCur;     //!< speed output for movement = speed base + energy share part
+    float       engineSpeedBase;    //!< speed base
+    int         enginePowerConsume; //!< energy needed
+    float       engineEnergyShare;  //!< percentage of reactor output
+
+    int         weaponEnergySlot;   //!< number of energy weapon slots
+    int         weaponEnergyUsed;
+    float       weaponEnergyShare;
+    float       weaponEnergyRegen;
+    int         weaponSpecialSlot;  //!< number of special weapon slots
+    int         weaponSpecialUsed;
+
+    float       reactorOutput;      //!< reactor output 
+    float       reactorCapacity;    //!< reactor capacity
+
+    int         curWeaponPrimary;   //!< current primary weapon config 
+    int         curWeaponSecondary; //!< current secondary weapon config
+
+    bool                  bForward;                //!< up button pressed.
+    bool                  bBackward;              //!< down button pressed.
+    bool                  bLeft;              //!< left button pressed.
+    bool                  bRight;             //!< right button pressed.
+    bool                  bAscend;            //!< ascend button pressed.
+    bool                  bDescend;           //!< descend button presses.
+    bool                  bRollL;             //!< rolling button pressed (left)
+    bool                  bRollR;             //!< rolling button pressed (right)
+    bool                  bSecFire;           //!< second fire button pressed
+
+    /*
+    float                 xMouse;             //!< mouse moved in x-Direction
+    float                 yMouse;             //!< mouse moved in y-Direction
+    float                 mouseSensitivity;   //!< the mouse sensitivity
+    int                   yInvert;
+    int                   controlVelocityX;
+    int                   controlVelocityY;
+    */
+
+    Vector                velocity;           //!< the velocity of the player.
+    Vector                oldPos;
+
+// 2D-traveling
+    PNode*                travelNode;
+    float                 travelSpeed;        //!< the current speed of the Ship (to make soft movement)
+    Vector                travelVelocity;     //!< object internal velocity vector for relative movement to the track node
+    Vector2D              travelDistancePlus;     //!< Travel-Distance away from the TravelNode
+    Vector2D              travelDistanceMinus;
+    bool                  isTravelDistanceInit;
+
+    float                 actionWidthPercentage;
+
+// Camera
+    PNode                 cameraNode;
+    float                 cameraLook;
+    float                 rotation;
+    float                 cameraSpeed;
+
+    void                  setCameraDistance(float dist);
+    void                  setCameraFovy(float fovy);
+
+    /*
+    Quaternion            mouseDir;           //!< the direction where the player wants to fly
+    Quaternion            oldMouseDir;        //!< the direction where the player wanted to fly
+    float                 shipInertia;        //!< the inertia of the ship(how fast the ship reacts to a mouse input)
+    Quaternion            rotQuat;
+    Quaternion            pitchDir;
+    float                 dogdeSpeed;        //!< the dogde Speed of the ship.
+    */
+
+    //Quaternion            direction;          //!< the direction of the ship.
+    float                 acceleration;       //!< the acceleration of the ship.
+    //float                 airFriction;        //!< AirFriction.
+    //float                 airViscosity;
+
+    byte                  oldMask;            //!< used for synchronisation
+
+    Trail*                trail;              //!< Burst trail
+    Trail*                trailL;              //!< Burst trail
+    Trail*                trailR;              //!< Burst trail
+
+
+};
+
+#endif /* _HUMAN_SCOUTS_H */
Index: /branches/playability/src/world_entities/space_ships/space_ship.cc
===================================================================
--- /branches/playability/src/world_entities/space_ships/space_ship.cc	(revision 10483)
+++ /branches/playability/src/world_entities/space_ships/space_ship.cc	(revision 10484)
@@ -172,5 +172,5 @@
   Weapon* cannon = new SwarmLauncher();
   cannon->setName( "SwarmLauncher");
-
+/*
   Weapon* spike = new SpikeThrower();
   spike->setName( "SpikeThrower" );
@@ -181,5 +181,5 @@
 
   Weapon* acid1 = new AcidLauncher();
-  acid1->setName( "AcidSplasher" );
+  acid1->setName( "AcidSplasher" );*/
 
 
@@ -192,5 +192,5 @@
   this->weaponMan.addWeapon( wpLeft3, 2, 4);
   this->weaponMan.addWeapon( wpRight3, 2, 5);
-/*
+
   this->weaponMan.addWeapon( wpLeft1, 3, 0);
   this->weaponMan.addWeapon( wpRight1, 3, 1);
@@ -201,21 +201,21 @@
   this->weaponMan.addWeapon( wpLeft3, 3, 4);
   this->weaponMan.addWeapon( wpRight3, 3, 5);
-*/
-
-  this->weaponMan.addWeapon( acid0, 3, 0);
-  this->weaponMan.addWeapon( acid1, 3, 1);
+
+
+//   this->weaponMan.addWeapon( acid0, 3, 0);
+//   this->weaponMan.addWeapon( acid1, 3, 1);
 
 
   this->secWeaponMan.addWeapon( cannon, 0, 2);
-  this->secWeaponMan.addWeapon( spike, 1, 3);
+//   this->secWeaponMan.addWeapon( spike, 1, 3);
 //   this->secWeaponMan.addWeapon( acid0, 2, 2);
 //   this->secWeaponMan.addWeapon( acid1, 2, 3);
 
 
-  this->weaponMan.changeWeaponConfig(3);
-  this->secWeaponMan.changeWeaponConfig(1);
+  this->weaponMan.changeWeaponConfig(0);
+  this->secWeaponMan.changeWeaponConfig(0);
 
   curWeaponPrimary    = 0;
-  curWeaponSecondary  = 1;
+  curWeaponSecondary  = 0;
 
   Playable::weaponConfigChanged();
@@ -244,5 +244,5 @@
 
 
-/*  this->loadModel("models/ships/mantawing.obj");*/
+ this->loadModel("models/spaceships/human_spaceship_fighter.obj", .25);
   //this->setVisibiliy(false);
 
Index: /branches/playability/src/world_entities/weapons/heavy_blaster.cc
===================================================================
--- /branches/playability/src/world_entities/weapons/heavy_blaster.cc	(revision 10483)
+++ /branches/playability/src/world_entities/weapons/heavy_blaster.cc	(revision 10484)
@@ -72,5 +72,5 @@
 //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
 
-  this->loadModel("models/guns/fragcannon.obj", .4);
+  this->loadModel("models/guns/frag_cannon.obj", .4);
 
 
@@ -85,10 +85,9 @@
 
   this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
-  this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
+//   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
   this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav");
 
   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
-  this->setProjectileTypeC("HBolt");   // FIXME temp project type until the blaste class exist
-//   this->setProjectileTypeC("SpikeBall");   // FIXME temp project type until the blaste class exist
+  this->setProjectileTypeC("HBolt");
   this->prepareProjectiles(5);
 
@@ -96,5 +95,4 @@
   this->setSegs(2);
   this->activeBarrel = 0;
-//   this->init2();
 
 
Index: /branches/playability/src/world_entities/weapons/light_blaster.cc
===================================================================
--- /branches/playability/src/world_entities/weapons/light_blaster.cc	(revision 10483)
+++ /branches/playability/src/world_entities/weapons/light_blaster.cc	(revision 10484)
@@ -43,17 +43,5 @@
    delete [] this->shootAnim;
    delete [] this->objComp;
-/*
-    for(int j = 0; j < this->getSegs(); j++)
-    {
-      delete this->shootAnim[i][j];
-      delete this->objComp[i][j];
-    }
-    delete this->shootAnim[i];
-    delete this->objComp[i];
-    delete this->emissionPoint[i];
-  }*/
 
-//  this->deconstr();
-      // model will be deleted from WorldEntity-destructor
 }
 
@@ -66,5 +54,5 @@
 {
 
-  this->loadModel("models/guns/gattling.obj", 0.333);
+  this->loadModel("models/guns/gatling.obj", 0.333);
 
 
@@ -79,11 +67,9 @@
 
   this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
-  this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
+//   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
   this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav");
 
   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
-  //this->setProjectileTypeC("RailProjectile");   // FIXME temp project type until the blaste class exist
-  this->setProjectileTypeC("LBolt");   // Working; FIXME: add textures
-//   this->setProjectileTypeC("Spike");   // Working; FIXME: add textures
+  this->setProjectileTypeC("LBolt");
   this->prepareProjectiles(100);
 
