Index: code/branches/core3/src/network/GameStateManager.cc
===================================================================
--- code/branches/core3/src/network/GameStateManager.cc	(revision 1573)
+++ code/branches/core3/src/network/GameStateManager.cc	(revision 1574)
@@ -70,5 +70,5 @@
     return;
   }
-  
+
   void GameStateManager::addGameState(GameStateCompressed *gs, int clientID){
     if(!gs)
@@ -83,5 +83,5 @@
     return;
   }
-  
+
   void GameStateManager::processGameStates(){
     std::map<int, GameStateCompressed*>::iterator it;
@@ -93,11 +93,11 @@
     gameStateQueue.clear();
   }
-  
-  
+
+
   /**
    * this function is used to keep the memory usage low
    * it tries to delete all the unused gamestates
-   * 
-   * 
+   *
+   *
    */
   void GameStateManager::cleanup(){
@@ -155,5 +155,5 @@
     }
   }
-  
+
   bool GameStateManager::pushGameState( GameStateCompressed *gs, int clientID ){
     GameState *ugs = decompress(gs);
@@ -190,5 +190,5 @@
     int offset=0, size=0;
     // get total size of gamestate
-    for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){
+    for(it = orxonox::ObjectList<Synchronisable>::begin(); it; ++it){
       size+=it->getSize(); // size of the actual data of the synchronisable
       size+=3*sizeof(int); // size of datasize, classID and objectID
@@ -204,5 +204,5 @@
     memsize=size;
     // go through all Synchronisables
-    for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){
+    for(it = orxonox::ObjectList<Synchronisable>::begin(); it; ++it){
       //get size of the synchronisable
       tempsize=it->getSize();
@@ -246,5 +246,5 @@
     COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl;
     // get the start of the Synchronisable list
-    orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start();
+    orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::begin();
     syncData sync;
     /*ClientInformation *client = head_->findClient(clientID);
@@ -308,6 +308,6 @@
     return true;
   }
-  
-  
+
+
   //##### ADDED FOR TESTING PURPOSE #####
   GameStateCompressed* GameStateManager::testCompress( GameState* g ) {
@@ -405,5 +405,5 @@
     switch ( retval ) {
       case Z_OK: COUT(5) << "G.St.Man: compress: successfully compressed" << std::endl; break;
-      case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl; 
+      case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl;
       return NULL;
       case Z_BUF_ERROR: COUT(2) << "G.St.Man: compress: not enough memory available in the buffer in gamestate.compress" << std::endl;
@@ -426,5 +426,5 @@
     return compressedGamestate;
   }
-  
+
   GameState *GameStateManager::decompress(GameStateCompressed *a) {
     //COUT(4) << "GameStateClient: uncompressing gamestate. id: " << a->id << ", baseid: " << a->base_id << ", normsize: " << a->normsize << ", compsize: " << a->compsize << std::endl;
@@ -464,5 +464,5 @@
     return gamestate;
   }
-  
+
 
   void GameStateManager::ackGameState(int clientID, int gamestateID) {
@@ -471,5 +471,5 @@
       return;
     int curid = temp->getGamestateID();
-    
+
     if(gamestateID == GAMESTATEID_INITIAL){
       temp->setGameStateID(GAMESTATEID_INITIAL);
@@ -481,5 +481,5 @@
     }
     if(curid > gamestateID)
-      // the network packets got messed up 
+      // the network packets got messed up
       return;
     COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
@@ -512,5 +512,5 @@
     return true;
   }
-  
+
   bool GameStateManager::checkAccess(int clientID, int objectID){
     // currently we only check, wheter the object is the clients spaceship
@@ -518,5 +518,5 @@
     return true; // TODO: change this
   }
-  
+
   void GameStateManager::removeClient(ClientInformation* client){
     if(!client)
