Index: code/branches/weaponFS15/src/modules/weapons/projectiles/GravityBomb.cc
===================================================================
--- code/branches/weaponFS15/src/modules/weapons/projectiles/GravityBomb.cc	(revision 10502)
+++ code/branches/weaponFS15/src/modules/weapons/projectiles/GravityBomb.cc	(revision 10601)
@@ -10,92 +10,92 @@
 
 namespace orxonox{
-	RegisterClass(GravityBomb);
+    RegisterClass(GravityBomb);
 
-	const float GravityBomb::LIFETIME = 2.5;  ///< The gravity bomb lifetime in seconds.
+    const float GravityBomb::LIFETIME = 2.5;  ///< The gravity bomb lifetime in seconds.
 
-	GravityBomb::GravityBomb(Context* context):
-				BasicProjectile(),
-				MovableEntity(context),
-				RadarViewable(this,static_cast<WorldEntity*>(this))
-		{
-			RegisterObject(GravityBomb);
+    GravityBomb::GravityBomb(Context* context):
+                BasicProjectile(),
+                MovableEntity(context),
+                RadarViewable(this,static_cast<WorldEntity*>(this))
+        {
+            RegisterObject(GravityBomb);
 
-			this->setMass(10.0);
-			this->hasCollided_ = false;
-			if (GameMode::isMaster())
-			{
-				//Define CollisionType of the bomb
-				this->timeToLife_= LIFETIME;
-				this->setCollisionResponse(false);
-				this->setCollisionType(WorldEntity::Dynamic);
-				this->enableCollisionCallback();
+            this->setMass(10.0);
+            this->hasCollided_ = false;
+            if (GameMode::isMaster())
+            {
+                //Define CollisionType of the bomb
+                this->timeToLife_= LIFETIME;
+                this->setCollisionResponse(false);
+                this->setCollisionType(WorldEntity::Dynamic);
+                this->enableCollisionCallback();
 
-				//Add Collision Shape
-				SphereCollisionShape* collisionShape = new SphereCollisionShape(context);
-				collisionShape->setRadius(1.0);
-				this->attachCollisionShape(collisionShape);
+                //Add Collision Shape
+                SphereCollisionShape* collisionShape = new SphereCollisionShape(context);
+                collisionShape->setRadius(1.0);
+                this->attachCollisionShape(collisionShape);
 
-				//Create Bomb Model
-	            Model* rocketModel = new Model(this->getContext());
-	            rocketModel->setMeshSource("GravityBombRocket.mesh"); //Demo Model from SimpleRocket
-	            rocketModel->scale(3.0f);
-	            this->attach(rocketModel);
-				//Add second model because the bomb consists of the bomb and attached rockets (2 separate models)
-	            Model* bombModel =  new Model(this->getContext());
-	            bombModel->setMeshSource("GravityBomb.mesh"); //Demo Model from SimpleRocket
-				bombModel->scale(3.0f);
-				this->attach(bombModel);
+                //Create Bomb Model
+                Model* rocketModel = new Model(this->getContext());
+                rocketModel->setMeshSource("GravityBombRocket.mesh"); //Demo Model from SimpleRocket
+                rocketModel->scale(3.0f);
+                this->attach(rocketModel);
+                //Add second model because the bomb consists of the bomb and attached rockets (2 separate models)
+                Model* bombModel =  new Model(this->getContext());
+                bombModel->setMeshSource("GravityBomb.mesh"); //Demo Model from SimpleRocket
+                bombModel->scale(3.0f);
+                this->attach(bombModel);
 
-				//Add particle effect to the flying rockets.
-				ParticleEmitter* fire = new ParticleEmitter(this->getContext());
-				fire->setOrientation(this->getOrientation());
-				fire->setSource("Orxonox/simplerocketfire");
-				this->attach(fire);
+                //Add particle effect to the flying rockets.
+                ParticleEmitter* fire = new ParticleEmitter(this->getContext());
+                fire->setOrientation(this->getOrientation());
+                fire->setSource("Orxonox/simplerocketfire");
+                this->attach(fire);
 
-				//Add sound effect while the bomb is flying.
-				WorldSound* bombSound = new WorldSound(context);
-				bombSound->setSource("sounds/GravityBombFlight.ogg");
-				bombSound->setLooping(true);
-				bombSound->setVolume(1.0);
-				this->attach(bombSound);
-				bombSound->play();
-			}
-		}
+                //Add sound effect while the bomb is flying.
+                WorldSound* bombSound = new WorldSound(context);
+                bombSound->setSource("sounds/GravityBombFlight.ogg");
+                bombSound->setLooping(true);
+                bombSound->setVolume(1.0);
+                this->attach(bombSound);
+                bombSound->play();
+            }
+        }
 
-	GravityBomb::~GravityBomb(){}
+    GravityBomb::~GravityBomb(){}
 
-	void GravityBomb::tick(float dt)
-	{
-		SUPER(GravityBomb, tick, dt);
-		timeToLife_ -= dt;
-		if (timeToLife_ < 0)
-		{
-			//orxout(debug_output) << "bomb has stoped moving" <<endl;
-			setVelocity(Vector3::ZERO); //Stop the bomb.
-			detonate();
-			this->destroy();
-		}
-		else 
-		{
-			if (hasCollided_) detonate();
-			destroyCheck(); //Bomb is going to be destroyed by destroyCheck(). As written in BasicProectile, this Method should be called by every Projectile.
-		}
-	}
+    void GravityBomb::tick(float dt)
+    {
+        SUPER(GravityBomb, tick, dt);
+        timeToLife_ -= dt;
+        if (timeToLife_ < 0)
+        {
+            //orxout(debug_output) << "bomb has stoped moving" <<endl;
+            setVelocity(Vector3::ZERO); //Stop the bomb.
+            detonate();
+            this->destroy();
+        }
+        else 
+        {
+            if (hasCollided_) detonate();
+            destroyCheck(); //Bomb is going to be destroyed by destroyCheck(). As written in BasicProectile, this Method should be called by every Projectile.
+        }
+    }
 
-	bool GravityBomb::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
-	{
-		hasCollided_ = processCollision(otherObject, contactPoint, cs);
-		return hasCollided_;
-	}
+    bool GravityBomb::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
+    {
+        hasCollided_ = processCollision(otherObject, contactPoint, cs);
+        return hasCollided_;
+    }
 
-	void GravityBomb::detonate()
-	{
-		//Create the GravityBombField and destroy the Projectil.
-		GravityBombField* field = new GravityBombField(this->getContext());
-		field->setShooter(this->getShooter());
-		field->setPosition(getPosition());
-		//orxout(debug_output) << "detonating. Creating GravityBombField." <<endl;
-		//orxout(debug_output) << "Field is at Position: " << getPosition() << endl;
-	}
+    void GravityBomb::detonate()
+    {
+        //Create the GravityBombField and destroy the Projectil.
+        GravityBombField* field = new GravityBombField(this->getContext());
+        field->setShooter(this->getShooter());
+        field->setPosition(getPosition());
+        //orxout(debug_output) << "detonating. Creating GravityBombField." <<endl;
+        //orxout(debug_output) << "Field is at Position: " << getPosition() << endl;
+    }
 }
 
