Index: code/branches/weaponFS15/src/modules/weapons/projectiles/GravityBombField.h
===================================================================
--- code/branches/weaponFS15/src/modules/weapons/projectiles/GravityBombField.h	(revision 10455)
+++ code/branches/weaponFS15/src/modules/weapons/projectiles/GravityBombField.h	(revision 10601)
@@ -27,61 +27,61 @@
 
 /**
- * @class	GravityBombField
+ * @class   GravityBombField
  *
- * @brief	This class is used by GravityBomb to place the ForceField and Visual effect to the environment.
- * 			The field has a maximum lifetime and gets smaller and stronger the more time passes. In the end, the field explodes and damages all pawns nearby.
+ * @brief   This class is used by GravityBomb to place the ForceField and Visual effect to the environment.
+ *          The field has a maximum lifetime and gets smaller and stronger the more time passes. In the end, the field explodes and damages all pawns nearby.
  *
- * @author	Manuel Eggimann
- * @date	23.05.2015
+ * @author  Manuel Eggimann
+ * @date    23.05.2015
  */
 class GravityBombField: public ForceField, public RadarViewable {
 public:
-	GravityBombField(Context* context);
-	virtual ~GravityBombField();
-	virtual void tick(float dt);
-	virtual void destroy();
+    GravityBombField(Context* context);
+    virtual ~GravityBombField();
+    virtual void tick(float dt);
+    virtual void destroy();
 
-	/**
-	 * @fn	void GravityBombField::setShooter(Pawn* shooter)
-	 *
-	 * @brief	This function is used to determine save the pawn who created the field and is used inside the GravityBomb class.
-	 *
-	 * @author	Manuel Eggimann
-	 * @date	23.05.2015
-	 *
-	 * @param [in,out]	the Pawn that created the field.
-	 */
-	void setShooter(Pawn* shooter)
-	{ this->shooter_ = shooter; }
+    /**
+     * @fn  void GravityBombField::setShooter(Pawn* shooter)
+     *
+     * @brief   This function is used to determine save the pawn who created the field and is used inside the GravityBomb class.
+     *
+     * @author  Manuel Eggimann
+     * @date    23.05.2015
+     *
+     * @param [in,out]  the Pawn that created the field.
+     */
+    void setShooter(Pawn* shooter)
+    { this->shooter_ = shooter; }
 
-	Pawn* getShooter()
-	{ return this->shooter_; }
+    Pawn* getShooter()
+    { return this->shooter_; }
 
 private:
-	//Set these constants inside GravityBombField.cc to alter the behaviour of the field.
-	
-	static const float FORCE_FIELD_LIFETIME;	///< The lifetime of the ForceField in seconds. After lifetime seconds, has already exploded and the particle effects will start to vanish. 
-	static const float FORCE_SPHERE_START_RADIUS;   ///< The initial sphere radius of the Force Field. The forcefield gets smaller by time.
-	static const float FORCE_SPHERE_START_STRENGTH; ///< The initial Force the Field exerts on every object with non-zero mass.
-	static const float FORCE_FIELD_EXPLOSION_DAMMAGE;   ///< The maximum dammage a pawn gets nearby an exploding field. The farer away from explosion center the smaller the dammage.
-	static const float EXPLOSION_DURATION;  ///< Determines how fast the shockwave of the Explosion expands. It takes GravityBombField::EXPLOSION_DURATION seconds for the field to expand from 0 radius to GravityBombField::EXPLOSION_RADIUS.
-	static const float EXPLOSION_RADIUS;	///< How far does the shockwave reach. All pawns which outside of a sphere witch this radius rest unharmed by the explosion.
-	static const float PEAK_ANGULAR_VELOCITY;   ///< The model of the bomb in the center of the Field does rotate faster and faster as time passes until it reaches PEAK_ANGULAR_VELOCITY at the fields end of life.
-	static const float PEAK_EXPLOSION_FORCE;	///< The peak force the explosion exerts on the pawns nearby.
-	static const float CENTRE_MODEL_END_SIZE;   ///< Size of the 3d-model of the bomb in the fields centre.
+    //Set these constants inside GravityBombField.cc to alter the behaviour of the field.
+    
+    static const float FORCE_FIELD_LIFETIME;    ///< The lifetime of the ForceField in seconds. After lifetime seconds, has already exploded and the particle effects will start to vanish. 
+    static const float FORCE_SPHERE_START_RADIUS;   ///< The initial sphere radius of the Force Field. The forcefield gets smaller by time.
+    static const float FORCE_SPHERE_START_STRENGTH; ///< The initial Force the Field exerts on every object with non-zero mass.
+    static const float FORCE_FIELD_EXPLOSION_DAMMAGE;   ///< The maximum dammage a pawn gets nearby an exploding field. The farer away from explosion center the smaller the dammage.
+    static const float EXPLOSION_DURATION;  ///< Determines how fast the shockwave of the Explosion expands. It takes GravityBombField::EXPLOSION_DURATION seconds for the field to expand from 0 radius to GravityBombField::EXPLOSION_RADIUS.
+    static const float EXPLOSION_RADIUS;    ///< How far does the shockwave reach. All pawns which outside of a sphere witch this radius rest unharmed by the explosion.
+    static const float PEAK_ANGULAR_VELOCITY;   ///< The model of the bomb in the center of the Field does rotate faster and faster as time passes until it reaches PEAK_ANGULAR_VELOCITY at the fields end of life.
+    static const float PEAK_EXPLOSION_FORCE;    ///< The peak force the explosion exerts on the pawns nearby.
+    static const float CENTRE_MODEL_END_SIZE;   ///< Size of the 3d-model of the bomb in the fields centre.
 
-	float forceSphereRadius_;
-	float forceStrength_;
-	float lifetime_;
-	float modelScaling_;
-	Vector3 rotationVector_;
-	bool fieldExploded_;
-	ParticleEmitter * particleSphere_;
-	ParticleEmitter * explosionCross_;
-	std::vector<Pawn*> victimsAlreadyDamaged_;
-	MovableEntity * bombModel_;
-	Pawn* shooter_;
-	Backlight* centreLight_;
-	WorldSound* explosionSound_;
+    float forceSphereRadius_;
+    float forceStrength_;
+    float lifetime_;
+    float modelScaling_;
+    Vector3 rotationVector_;
+    bool fieldExploded_;
+    ParticleEmitter * particleSphere_;
+    ParticleEmitter * explosionCross_;
+    std::vector<Pawn*> victimsAlreadyDamaged_;
+    MovableEntity * bombModel_;
+    Pawn* shooter_;
+    Backlight* centreLight_;
+    WorldSound* explosionSound_;
 };
 
