Index: code/branches/campaignHS15/src/orxonox/controllers/FlyingController.h
===================================================================
--- code/branches/campaignHS15/src/orxonox/controllers/FlyingController.h	(revision 10923)
+++ code/branches/campaignHS15/src/orxonox/controllers/FlyingController.h	(revision 10946)
@@ -39,4 +39,6 @@
         FlyingController stores all the flying methods and member variables of AI.
     */
+
+    //Formation mode for the divisions
     namespace FormationMode
     {
@@ -51,6 +53,6 @@
 
         public:
-            static const float SPEED = 0.9f/0.02f;
-            static const float ROTATEFACTOR = 0.6f/0.02f;
+            static const float SPEED = 0.9f/0.02f;              //<! ship's speed
+            static const float ROTATEFACTOR = 0.6f/0.02f;       //<! ship's rotation factor
  
             FlyingController(Context* context);
@@ -58,7 +60,7 @@
             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
 
-            void setSpread (int spread)
+            void setSpread (int spread)                         //<! spread is a multiplier for formation flight, should be bigger than 100
                 { this->spread_ = spread; }
-            int getSpread () const
+            int getSpread () const                              
                 { return this->spread_; }
 
@@ -72,27 +74,28 @@
 
         protected:
-            void stopMoving();
+            void stopMoving();                                  //<! don't call moveToTargetPosition() in tick, call lookAtTarget() from FightingController instead
 
-            void moveToPosition(const Vector3& target, float dt);
-            void moveToTargetPosition(float dt);
+            void moveToPosition(const Vector3& target, float dt);   //<! move towards a vector
+            void moveToTargetPosition(float dt);                    //<! move to the preset position. Don't mix with positionOfTarget!
 
-            void copyOrientation(const Quaternion& orient, float dt);
-            void copyTargetOrientation(float dt);
+            void copyOrientation(const Quaternion& orient, float dt);   //<! roll to have same roll as orient
+            void copyTargetOrientation(float dt);                       //<! roll to have a preset orient
 
-            void setTargetPosition(const Vector3& target);
-            void setTargetOrientation(const Quaternion& orient);
-            void setTargetOrientation(ControllableEntity* target);
-            virtual void boostControl();  
-            void keepFormation (const ControllableEntity* leaderEntity, Vector3& targetRelativePosition);      
+            void setTargetPosition(const Vector3& target);              //<! preset a Vector to fly to
+            void setTargetOrientation(const Quaternion& orient);        //<! preset a desired orientation
+            void setTargetOrientation(ControllableEntity* target);      //<! preset a desired orientation
+            virtual void boostControl();                                //<! boost if you can
+            void keepFormation (const ControllableEntity* leaderEntity, Vector3& targetRelativePosition);   //<! preset targetPosition, so that 
+                                                                                                            //<! this stays in a certain position relative to leader      
             
             FormationMode::Value formationMode_;
           
-            float rotationProgress_;    //<! for slerp
+            float rotationProgress_;    //<! for slerping 
             bool bHasTargetPosition_;
-            Vector3 targetPosition_;
+            Vector3 targetPosition_;    //<! vector to fly to
             bool bHasTargetOrientation_;
-            Quaternion targetOrientation_; 
-            int spread_;
-            int tolerance_; 
+            Quaternion targetOrientation_;  //<! orientation to take
+            int spread_;                //<! spread is a multiplier for formation flight, should be bigger than 100
+            int tolerance_;             //<! if this ship is tolerance_ away from targetPosition_, ship decides that it finished moving
     };
 }
