Index: code/branches/towerdefenseFabien/data/levels/towerDefense.oxw
===================================================================
--- code/branches/towerdefenseFabien/data/levels/towerDefense.oxw	(revision 10594)
+++ code/branches/towerdefenseFabien/data/levels/towerDefense.oxw	(revision 10606)
@@ -220,5 +220,5 @@
         </links>
         <Weapon>
-          <<HsW01 mode=0 munitionpershot=0 delay=0.125 damage=9.3 material="Flares/point_lensflare" muzzleoffset=" 0,0,0" projectileMesh="LaserBeam2.mesh" />
+          <IceGun mode=0 munitionpershot=0 delay=0.125 damage=9.3 muzzleoffset=" 0,0,0" freezefactor=0.5 freezetime=2.0 />
         </Weapon>
       </WeaponPack>
Index: code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseEnemy.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseEnemy.h	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseEnemy.h	(revision 10606)
@@ -22,5 +22,4 @@
 #include "worldentities/pawns/SpaceShip.h"
 #include "util/Output.h"
-#include "controllers/ArtificialController.h"
 #include "TowerDefense.h"
 
Index: code/branches/towerdefenseFabien/src/modules/weapons/CMakeLists.txt
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/CMakeLists.txt	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/CMakeLists.txt	(revision 10606)
@@ -2,4 +2,5 @@
   MuzzleFlash.cc
   RocketController.cc
+  IceGunFreezer.cc
 )
 
Index: code/branches/towerdefenseFabien/src/modules/weapons/IceGunFreezer.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/IceGunFreezer.cc	(revision 10606)
+++ code/branches/towerdefenseFabien/src/modules/weapons/IceGunFreezer.cc	(revision 10606)
@@ -0,0 +1,117 @@
+/*
+*   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 IceGunFreezer.h
+    @brief Implementation of the IceGunFreezer class.
+*/
+
+#include "core/CoreIncludes.h"
+#include "core/command/Executor.h"
+
+#include "IceGunFreezer.h"
+
+namespace orxonox
+{
+    RegisterClass(IceGunFreezer);
+
+    /**
+    @brief
+        Constructor.
+    */
+    IceGunFreezer::IceGunFreezer(Context* context) : StaticEntity(context)
+    {
+        RegisterObject(IceGunFreezer);
+
+        model = new Model(this->getContext());
+        model->setMeshSource("IceStar.mesh");
+        model->setScale(4.0);
+        this->attach(model);
+        model->setPosition(Vector3(0,0,0));
+    }
+
+    IceGunFreezer::~IceGunFreezer()
+    {
+
+    }
+
+    /**
+    @brief
+        The controlling happens here. This method defines what the controller has to do each tick.
+    @param dt
+        The duration of the tick.
+    */
+    void IceGunFreezer::tick(float dt)
+    {
+        SUPER(IceGunFreezer, tick, dt);
+
+
+    }
+
+    /**
+    @brief
+        Sets the freeze time variable to the passed value.
+    */
+    void IceGunFreezer::setFreezeTime(float freezeTime)
+    {
+        freezeTime_ = freezeTime;
+    }
+
+    /**
+    @brief
+        Sets the freeze factor variable to the passed value.
+    */
+    void IceGunFreezer::setFreezeFactor(float freezeFactor)
+    {
+        freezeFactor_ = freezeFactor;
+    }    
+
+    void IceGunFreezer::startFreezing()
+    {
+        WorldEntity* parent = this->getParent();
+
+        if (parent != NULL && parent->isA(Class(SpaceShip)))
+        {
+            freezedSpaceShip_ = orxonox_cast<SpaceShip*>(parent);
+            freezedSpaceShip_->addSpeedFactor(freezeFactor_);
+        }
+
+        // Start timer even if the victim is not a SpaceShip to avoid that the IceGunFreezer gets never destroyed if it collided against a Pawn
+        this->freezeTimer_.setTimer(this->freezeTime_, false, createExecutor(createFunctor(&IceGunFreezer::stopFreezing, this)));
+    }
+
+    void IceGunFreezer::stopFreezing()
+    {
+        if (freezedSpaceShip_ != NULL && freezeFactor_ != 0.0)
+        {
+            freezedSpaceShip_->addSpeedFactor(1/freezeFactor_);
+        }
+
+        this->destroy();
+    }    
+}
Index: code/branches/towerdefenseFabien/src/modules/weapons/IceGunFreezer.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/IceGunFreezer.h	(revision 10606)
+++ code/branches/towerdefenseFabien/src/modules/weapons/IceGunFreezer.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 IceGunFreezer.h
+    @brief Definition of the IceGunFreezer class.
+*/
+
+#ifndef _IceGunFreezer_H__
+#define _IceGunFreezer_H__
+
+#include "weapons/WeaponsPrereqs.h"
+
+#include "tools/interfaces/Tickable.h"
+#include "worldentities/StaticEntity.h"
+#include "graphics/Model.h"
+#include "tools/Timer.h"  
+#include "worldentities/pawns/SpaceShip.h"  
+
+namespace orxonox
+{
+    /**
+    @brief
+        blablabla
+    @ingroup Weapons
+    */
+    class _WeaponsExport IceGunFreezer : public StaticEntity, public Tickable
+    {
+        public:
+            IceGunFreezer(Context* context);
+            virtual ~IceGunFreezer();
+            virtual void tick(float dt);
+            virtual void startFreezing();
+            virtual void stopFreezing();
+            virtual void setFreezeTime(float freezeTime);
+            virtual void setFreezeFactor(float freezeFactor);
+        private:
+            float freezeTime_; //The duration of the freezing effect on a target
+            float freezeFactor_; //The strength of the freezing effect            
+            Model* model;
+            Timer freezeTimer_;
+            WeakPtr<SpaceShip> freezedSpaceShip_;
+    };
+}
+
+#endif /* _IceGunFreezer_H__ */
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();            
Index: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt	(revision 10606)
@@ -6,4 +6,5 @@
   LightningGun.cc
   SplitGun.cc
+  IceGun.cc
   RocketFire.cc
   SimpleRocketFire.cc
Index: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/IceGun.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/IceGun.cc	(revision 10606)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/IceGun.cc	(revision 10606)
@@ -0,0 +1,103 @@
+/*
+ *   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 IceGun.cc
+    @brief Implementation of the IceGun class.
+*/
+
+#include "IceGun.h"
+
+#include "core/CoreIncludes.h"
+#include "core/XMLPort.h"    
+#include "weaponsystem/Weapon.h"
+#include "weaponsystem/WeaponPack.h"
+#include "weaponsystem/WeaponSystem.h"
+#include "worldentities/pawns/Pawn.h"
+
+#include "weapons/projectiles/IceGunProjectile.h"
+
+namespace orxonox
+{
+    RegisterClass(IceGun);
+
+    IceGun::IceGun(Context* context) : WeaponMode(context)
+    {
+        RegisterObject(IceGun);
+
+        this->reloadTime_ = 1.0f;
+        this->damage_ = 0.0f;
+        this->speed_ = 750.0f;
+
+
+        this->setFreezeTime(3.0);
+        this->setFreezeFactor(0.5);
+
+        this->setMunitionName("LaserMunition");
+        this->setDefaultSound("sounds/Weapon_LightningGun.ogg");
+    }
+
+    IceGun::~IceGun()
+    {
+    }
+
+    /**
+    @brief
+        XMLPort for the IceGun. You can define how often the projectiles split, how many childs should be created per split, the spread and the time between two splits.
+    */
+    void IceGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    {
+        SUPER(IceGun, XMLPort, xmlelement, mode);
+
+        XMLPortParam(IceGun, "freezetime", setFreezeTime, getFreezeTime, xmlelement, mode);
+        XMLPortParam(IceGun, "freezefactor", setFreezeFactor, getFreezeFactor, xmlelement, mode);
+    }
+
+    /**
+    @brief
+        Fires the weapon. Creates a projectile and fires it.
+    */
+    void IceGun::fire()
+    {
+        IceGunProjectile* projectile = new IceGunProjectile(this->getContext());
+
+        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
+        projectile->setOrientation(this->getMuzzleOrientation());
+        projectile->setPosition(this->getMuzzlePosition());
+        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
+
+        // Pass important information to the projectile: Freeze time and freeze factor
+        projectile->setFreezeTime(getFreezeTime());
+        projectile->setFreezeFactor(getFreezeFactor());
+
+        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
+        projectile->setDamage(this->getDamage());
+        projectile->setShieldDamage(this->getShieldDamage());
+        projectile->setHealthDamage(this->getHealthDamage());
+    }
+}
Index: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/IceGun.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/IceGun.h	(revision 10606)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/IceGun.h	(revision 10606)
@@ -0,0 +1,76 @@
+/*
+ *   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 IceGun.h
+    @brief Definition of the IceGun class.
+*/
+
+#ifndef _IceGun_H__
+#define _IceGun_H__
+
+#include "weapons/WeaponsPrereqs.h"
+#include "weaponsystem/WeaponMode.h"
+
+namespace orxonox
+{
+
+    /**
+    @brief
+        A slow ball of lightning.
+    @author
+        Fabien Vultier
+    @ingroup WeaponsWeaponModes
+    */
+    class _WeaponsExport IceGun : public WeaponMode
+    {
+        public:
+            IceGun(Context* context);
+            virtual ~IceGun();
+
+            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
+            virtual void fire();
+
+            
+            inline void setFreezeTime(float freezeTime)
+                { this->freezeTime_ = freezeTime; }
+            inline float getFreezeTime() const
+                { return this->freezeTime_; }
+            inline void setFreezeFactor(float freezeFactor)
+                { this->freezeFactor_ = freezeFactor; }
+            inline float getFreezeFactor() const
+                { return this->freezeFactor_; }
+
+       private:
+            float speed_; //The speed of the fired projectile.
+            float freezeTime_; //The duration of the freezing effect on a target
+            float freezeFactor_; //The strength of the freezing effect
+    };
+}
+
+#endif /* _IceGun_H__ */
Index: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc	(revision 10606)
@@ -28,5 +28,5 @@
 
 /**
-    @file SplitGun.h
+    @file SplitGun.cc
     @brief Implementation of the SplitGun class.
 */
Index: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h	(revision 10594)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h	(revision 10606)
@@ -43,5 +43,5 @@
     /**
     @brief
-        A slow ball of lightning.
+        A WeaponMode that fires projectiles that may split up into many other projectiles, that may again split up ...
     @author
         Fabien Vultier
