Index: code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/CMakeLists.txt
===================================================================
--- code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/CMakeLists.txt	(revision 10644)
+++ code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/CMakeLists.txt	(revision 10836)
@@ -11,3 +11,4 @@
   SimpleRocketFire.cc
   GravityBombFire.cc
+  MineGun.cc
 )
Index: code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/MineGun.cc
===================================================================
--- code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/MineGun.cc	(revision 10836)
+++ code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/MineGun.cc	(revision 10836)
@@ -0,0 +1,102 @@
+/*
+ *   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 MineGun.cc
+    @brief Implementation of the MineGun class.
+*/
+
+#include "MineGun.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/MineProjectile.h"
+
+namespace orxonox
+{
+    RegisterClass(MineGun);
+
+    MineGun::MineGun(Context* context) : WeaponMode(context)
+    {
+        RegisterObject(MineGun);
+
+        this->reloadTime_ = 1.0f;
+        this->damage_ = 0.0f;
+        this->speed_ = 0.0f;
+        this->lifeTime_ = 7500.0f;
+
+        this->setMunitionName("MineMunition");
+        this->setDefaultSound("sounds/Weapon_LightningGun.ogg");
+    }
+
+    MineGun::~MineGun()
+    {
+    }
+
+    /**
+    @brief
+        XMLPort for the MineGun. You can define how often the projectiles Mine, how many childs should be created per Mine, the spread and the time between two Mines.
+    */
+    void MineGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    {
+        SUPER(MineGun, XMLPort, xmlelement, mode);
+        XMLPortParam(MineGun, "Lifetime", setLifeTime, getLifeTime, xmlelement, mode);
+    }
+
+    /**
+    @brief
+        Fires the weapon. Creates a projectile and fires it.
+    */
+    void MineGun::fire()
+    {
+        MineProjectile* projectile = new MineProjectile(this->getContext());
+        //projectile->setMaterial("Flares/energyflare");
+
+        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: Number of Mines, Number of childs, Mine time, spread and the damage reduction
+        /*projectile->setNumberOfMines(getNumberOfMines());
+        projectile->setNumberOfChilds(getNumberOfChilds());*/
+        projectile->setLifeTime(getLifeTime());
+        /*projectile->setSpread(getSpread());
+        projectile->setDamageReduction(getDamageReduction());*/
+
+        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
+        projectile->setDamage(this->getDamage());
+        projectile->setShieldDamage(this->getShieldDamage());
+        projectile->setHealthDamage(this->getHealthDamage());
+    }
+}
Index: code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/MineGun.h
===================================================================
--- code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/MineGun.h	(revision 10836)
+++ code/branches/particleEffectsHS15/src/modules/weapons/weaponmodes/MineGun.h	(revision 10836)
@@ -0,0 +1,70 @@
+/*
+ *   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 MineGun.h
+    @brief Definition of the MineGun class.
+*/
+
+#ifndef _MineGun_H__
+#define _MineGun_H__
+
+#include "weapons/WeaponsPrereqs.h"
+#include "weaponsystem/WeaponMode.h"
+
+namespace orxonox
+{
+
+    /**
+    @brief
+        A Mine that explodes when a ship is too close
+    @author
+        Fabien Vultier
+    @ingroup WeaponsWeaponModes
+    */
+    class _WeaponsExport MineGun : public WeaponMode
+    {
+        public:
+            MineGun(Context* context);
+            virtual ~MineGun();
+
+            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
+            virtual void fire();
+            inline void setLifeTime(float lifeTime)
+                { this->lifeTime_ = lifeTime; }
+            inline float getLifeTime() const
+                { return this->lifeTime_; }
+
+       private:
+            float speed_; //The speed of the fired projectile.
+            float lifeTime_;
+
+    };
+}
+
+#endif /* _MineGun_H__ */
