Index: code/branches/fabienHS15/src/orxonox/worldentities/MobileEntity.h
===================================================================
--- code/branches/fabienHS15/src/orxonox/worldentities/MobileEntity.h	(revision 10746)
+++ code/branches/fabienHS15/src/orxonox/worldentities/MobileEntity.h	(revision 10791)
@@ -47,4 +47,6 @@
         linear velocity. Then the linear velocity is multiplied by the time since the last call of tick and then added to the position. The same happens with
         the angular acceleration and velocity. With this procedure MobileEntities can change their position and orientation with time.
+
+        A MobileEntity can only have the collisition type WorldEntity::None, WorldEntity::Dynamic or WorldEntity::Kinematic. The collsion type WorldEntity::Static is illegal.
     */
 
Index: code/branches/fabienHS15/src/orxonox/worldentities/StaticEntity.h
===================================================================
--- code/branches/fabienHS15/src/orxonox/worldentities/StaticEntity.h	(revision 10746)
+++ code/branches/fabienHS15/src/orxonox/worldentities/StaticEntity.h	(revision 10791)
@@ -44,4 +44,6 @@
         it is called StaticEntity. It will keep the same position (always with respect to its parent) forever unless you call the
         function @see setPosition to changee it.
+
+        A StaticEntity can only have the collisition type WorldEntity::None or WorldEntity::Static. The collsion types WorldEntity::Dynamic and WorldEntity::Kinematic are illegal.
     */
 
Index: code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.cc
===================================================================
--- code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.cc	(revision 10746)
+++ code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.cc	(revision 10791)
@@ -46,4 +46,5 @@
 #include "weaponsystem/WeaponPack.h"
 #include "weaponsystem/WeaponSet.h"
+#include "weaponsystem/Munition.h"
 #include "sound/WorldSound.h"
 
@@ -139,5 +140,6 @@
         XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
         XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
-        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
+        XMLPortObject(Pawn, WeaponPack, "weaponpacks", addWeaponPackXML, getWeaponPack, xmlelement, mode);
+        XMLPortObject(Pawn, Munition, "munition", addMunitionXML, getMunitionXML, xmlelement, mode);
 
         XMLPortParam(Pawn, "reloadrate", setShieldRechargeRate, getShieldRechargeRate, xmlelement, mode).defaultValues(0);
@@ -557,4 +559,17 @@
     }
 
+    void Pawn::addMunitionXML(Munition* munition)
+    {
+        if (this->weaponSystem_ && munition)
+        {
+            this->weaponSystem_->addMunition(munition);
+        }
+    }
+
+    Munition* Pawn::getMunitionXML() const
+    {
+        return NULL;
+    }
+
     Munition* Pawn::getMunition(SubclassIdentifier<Munition> * identifier)
     {
@@ -570,5 +585,5 @@
     void Pawn::startLocalHumanControl()
     {
-//        SUPER(ControllableEntity, changedPlayer());
+//        SUPER(ControllableEntity, startLocalHumanControl());
         ControllableEntity::startLocalHumanControl();
         this->isHumanShip_ = true;
Index: code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.h
===================================================================
--- code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.h	(revision 10746)
+++ code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.h	(revision 10791)
@@ -151,6 +151,9 @@
             WeaponPack * getWeaponPack(unsigned int index) const;
             std::vector<WeaponPack *> * getAllWeaponPacks();
+
+            void addMunitionXML(Munition* munition);
+            Munition* getMunitionXML() const;
             
-            Munition * getMunition(SubclassIdentifier<Munition> * identifier);
+            Munition* getMunition(SubclassIdentifier<Munition> * identifier);
 
             virtual void addedWeaponPack(WeaponPack* wPack) {}
Index: code/branches/fabienHS15/src/orxonox/worldentities/pawns/SpaceShip.h
===================================================================
--- code/branches/fabienHS15/src/orxonox/worldentities/pawns/SpaceShip.h	(revision 10746)
+++ code/branches/fabienHS15/src/orxonox/worldentities/pawns/SpaceShip.h	(revision 10791)
@@ -54,4 +54,6 @@
         - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative.
         - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again two parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated.
+
+        A spaceship always needs to have the collision type "dynamic". Other collision types are illegal.
 
         As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML:
