Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt	(revision 10606)
@@ -8,3 +8,4 @@
   SimpleRocket.cc
   SplitGunProjectile.cc
+  IceGunProjectile.cc
 )
Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.cc	(revision 10606)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.cc	(revision 10606)
@@ -0,0 +1,96 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   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
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Fabien Vultier
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+/**
+    @file IceGunProjectile.cc
+    @brief Implementation of the IceGunProjectile class.
+*/
+
+#include "IceGunProjectile.h"
+
+#include "core/CoreIncludes.h"
+#include "graphics/Model.h"
+
+namespace orxonox
+{
+    RegisterClass(IceGunProjectile);
+
+    IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context)
+    {
+        RegisterObject(IceGunProjectile);
+
+        this->setCollisionShapeRadius(8.0f);
+
+        this->setFreezeTime(3.0);
+        this->setFreezeFactor(0.5);
+
+        Model* model = new Model(this->getContext());
+        model->setMeshSource("IceBolt.mesh");
+        model->setScale(15.0);
+        this->attach(model);
+        model->setPosition(Vector3(0,0,0));
+    }
+
+    /**
+    @brief
+        Sets the freeze time variable to the passed value.
+    */
+    void IceGunProjectile::setFreezeTime(float freezeTime)
+    {
+        freezeTime_ = freezeTime;
+    }
+
+    /**
+    @brief
+        Sets the freeze factor variable to the passed value.
+    */
+    void IceGunProjectile::setFreezeFactor(float freezeFactor)
+    {
+        freezeFactor_ = freezeFactor;
+    }
+
+    bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
+    {
+        bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint);
+
+        if (bCollision)
+        {
+            IceGunFreezer* freezer = new IceGunFreezer(this->getContext());
+            freezer->setFreezeTime(freezeTime_);
+            freezer->setFreezeFactor(freezeFactor_);
+            otherObject->attach(freezer);            
+
+            Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition();
+            freezer->setPosition(Vector3(0,0,0));
+            freezer->translate(offset, WorldEntity::World);
+            freezer->startFreezing();
+        }
+
+        return bCollision;
+    }
+}
Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.h	(revision 10606)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.h	(revision 10606)
@@ -0,0 +1,71 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   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
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Fabien Vultier
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+/**
+    @file IceGunProjectile.h
+    @brief Definition of the IceGunProjectile class.
+*/
+
+#ifndef _IceGunProjectile_H__
+#define _IceGunProjectile_H__
+
+#include "weapons/WeaponsPrereqs.h"
+
+#include <string>
+#include "tools/Timer.h"
+#include "BillboardProjectile.h"
+#include "weapons/IceGunFreezer.h"
+
+namespace orxonox
+{
+
+    /**
+    @brief
+        The IceGunProjectile is a projectile that may split up into many child projectiles.
+    @author
+        Fabien Vultier
+    @ingroup WeaponsProjectiles
+    */
+    class _WeaponsExport IceGunProjectile : public Projectile
+    {
+        public:
+            IceGunProjectile(Context* context);
+            virtual ~IceGunProjectile() {}
+
+            virtual void setFreezeTime(float freezeTime);
+            virtual void setFreezeFactor(float freezeFactor);
+
+        protected:
+            virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint);
+        private:         
+            float freezeTime_; //The duration of the freezing effect on a target
+            float freezeFactor_; //The strength of the freezing effect
+    };
+}
+
+#endif /* _IceGunProjectile_H__ */
Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/Projectile.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/Projectile.cc	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/Projectile.cc	(revision 10606)
@@ -39,5 +39,4 @@
 #include "core/command/Executor.h"
 
-#include "objects/collisionshapes/SphereCollisionShape.h"
 #include "worldentities/pawns/Pawn.h"
 
@@ -60,7 +59,8 @@
             this->setCollisionType(Dynamic);
 
-            SphereCollisionShape* shape = new SphereCollisionShape(this->getContext());
-            shape->setRadius(20.0f);
-            this->attachCollisionShape(shape);
+            // Create a sphere collision shape and attach it to the projectile.
+            collisionShape_ = new SphereCollisionShape(this->getContext());
+            setCollisionShapeRadius(20.0f);
+            this->attachCollisionShape(collisionShape_);
 
             this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this)));
@@ -76,5 +76,4 @@
         SetConfigValue(lifetime_, 4.0f).description("The time in seconds a projectile stays alive");
     }
-
 
     void Projectile::tick(float dt)
@@ -93,3 +92,10 @@
     }
 
+    void Projectile::setCollisionShapeRadius(float radius)
+    {
+        if (collisionShape_ != NULL && radius > 0)
+        {
+            collisionShape_->setRadius(radius);
+        }        
+    }
 }
Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/Projectile.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/Projectile.h	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/Projectile.h	(revision 10606)
@@ -39,4 +39,5 @@
 #include "tools/Timer.h"
 #include "worldentities/MovableEntity.h"
+#include "objects/collisionshapes/SphereCollisionShape.h"
 
 #include "BasicProjectile.h"
@@ -66,7 +67,11 @@
             virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint);
 
+        protected:
+            virtual void setCollisionShapeRadius(float radius);
+
         private:
             float lifetime_; //!< The time the projectile exists.
             Timer destroyTimer_; //!< Timer to destroy the projectile after its lifetime has run out.
+            WeakPtr<SphereCollisionShape> collisionShape_; // The collision shape of the projectile.            
     };
 }
Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc	(revision 10606)
@@ -86,5 +86,5 @@
         {
             this->splitTime_ = splitTime;
-            this->textureTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this)));
+            this->splitTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this)));
         }
         else
Index: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h	(revision 10606)
@@ -28,5 +28,5 @@
 
 /**
-    @file SplitGunProjectile.h
+    @file IceGunProjectile.h
     @brief Definition of the SplitGunProjectile class.
 */
@@ -67,5 +67,5 @@
             float splitTime_;
             float spread_;
-            Timer textureTimer_;
+            Timer splitTimer_;
 
             virtual void split();            
