Index: orxonox/trunk/src/lib/particles/particle_system.h
===================================================================
--- orxonox/trunk/src/lib/particles/particle_system.h	(revision 4436)
+++ orxonox/trunk/src/lib/particles/particle_system.h	(revision 4478)
@@ -15,20 +15,20 @@
 #include "quick_animation.h"
 
-#define PARTICLE_DOT_MASK           0x000001
-#define PARTICLE_SPARK_MASK         0x000010
-#define PARTICLE_SPRITE_MASK        0x000100
-#define PARTICLE_MODEL_MASK         0x001000
-#define PARTICLE_WORDL_ENTITY_MASK  0x010000
-#define PARTICLE_MULTI_MASK         0x100000
+#define PARTICLE_DOT_MASK              0x000001     //!< A Mask if the Particles should be displayed as DOTs
+#define PARTICLE_SPARK_MASK            0x000010     //!< A Mask if the Particles should be displayed as SPARKs
+#define PARTICLE_SPRITE_MASK           0x000100     //!< A Mask if the Particles should be displayed as SPRITESs
+#define PARTICLE_MODEL_MASK            0x001000     //!< A Mask if the Particles should be displayed as MODELSs
+#define PARTICLE_WORDL_ENTITY_MASK     0x010000     //!< A Mask if the Particles should be displayed as WORLD_ENTITIEs
+#define PARTICLE_MULTI_MASK            0x100000     //!< A Mask if they are Multi-partilces
 
 //! An enumerator for the different types of particles.
-typedef enum PARTICLE_TYPE {PARTICLE_DOT = PARTICLE_DOT_MASK,
-			    PARTICLE_SPARK = PARTICLE_SPARK_MASK,
-			    PARTICLE_SPRITE = PARTICLE_SPRITE_MASK,
-			    PARTICLE_MULTI_SPRITE = PARTICLE_SPRITE_MASK | PARTICLE_MULTI_MASK,
-			    PARTICLE_MODEL = PARTICLE_MODEL_MASK,
-			    PARTICLE_MULTI_MODE = PARTICLE_MODEL_MASK | PARTICLE_MULTI_MASK};
+typedef enum PARTICLE_TYPE { PARTICLE_DOT           =  PARTICLE_DOT_MASK,
+			     PARTICLE_SPARK         =  PARTICLE_SPARK_MASK,
+			     PARTICLE_SPRITE        =  PARTICLE_SPRITE_MASK,
+			     PARTICLE_MULTI_SPRITE  =  PARTICLE_SPRITE_MASK | PARTICLE_MULTI_MASK,
+			     PARTICLE_MODEL         =  PARTICLE_MODEL_MASK,
+			     PARTICLE_MULTI_MODE    =  PARTICLE_MODEL_MASK | PARTICLE_MULTI_MASK };
 
-#define PARTICLE_DEFAULT_MAX_COUNT    200               //!< a default count of particles in the system.
+#define PARTICLE_DEFAULT_MAX_COUNT    200               //!< A default count of particles in the system.
 #define PARTICLE_DEFAULT_TYPE         PARTICLE_SPRITE   //!< A default type of the system.
 
@@ -49,11 +49,9 @@
   Quaternion rotation;        //!< The current rotation of this particle.
   float mass;                 //!< The mass of this particle.
-  float massRand;
+  float massRand;             //!< A random mass
   float radius;               //!< The current size of this particle.
-  float radiusRand;
+  float radiusRand;           //!< a random Radius
 
   GLfloat color [4];          //!< A Color for the particles.
-
-  PARTICLE_TYPE type;
 
   Particle* next;             //!< pointer to the next particle in the List. (NULL if no preceding one)
@@ -98,4 +96,5 @@
 
   virtual void applyField(Field* field);
+  /** \brief this is an empty function, because the Physics are implemented in tick \param dt: useless here */
   virtual void tickPhys(float dt) {};
 
@@ -108,30 +107,30 @@
 
  private:
-  char* name;                // the Name of the Particle System
+  char*             name;                //!< the Name of the Particle System
 
-  float conserve;            //!< How much energy gets conserved to the next Tick.
-  float lifeSpan;            //!< Initial lifetime of a Particle.
-  float randomLifeSpan;      //!< A random value for the Lifespan (around the initial lifetime)
-  float initialMass;         //!< The initial Mass of the Particle
-  float randomInitialMass;   //!< The random initial Mass of the Particle
-  float inheritSpeed;        //!< How much speed the particle inherits from the Emitters speed \todo move this to the emitter
+  float             conserve;            //!< How much energy gets conserved to the next Tick.
+  float             lifeSpan;            //!< Initial lifetime of a Particle.
+  float             randomLifeSpan;      //!< A random value for the Lifespan (around the initial lifetime)
+  float             initialMass;         //!< The initial Mass of the Particle
+  float             randomInitialMass;   //!< The random initial Mass of the Particle
+  float             inheritSpeed;        //!< How much speed the particle inherits from the Emitters speed \todo move this to the emitter
 
   // particles
-  int maxCount;              //!< The maximum count of Particles.
-  int count;                 //!< The current count of Particles.
-  PARTICLE_TYPE particleType;//!< A type for all the Particles
-  Material* material;        //!< A Material for all the Particles.
-  Particle* particles;       //!< A list of particles of this System.
-  Particle* deadList;        //!< A list of dead Particles in the System.
+  int               maxCount;            //!< The maximum count of Particles.
+  int               count;               //!< The current count of Particles.
+  PARTICLE_TYPE     particleType;        //!< A type for all the Particles
+  Material*         material;            //!< A Material for all the Particles.
+  Particle*         particles;           //!< A list of particles of this System.
+  Particle*         deadList;            //!< A list of dead Particles in the System.
 
-  GLuint* glID;              //!< A List of different gl-List-ID's
-  GLuint dialectCount;       //!< How many different types of particles are there in the Particle System  
+  GLuint*           glID;                //!< A List of different gl-List-ID's
+  GLuint            dialectCount;        //!< How many different types of particles are there in the Particle System  
 
   // per particle attributes
-  QuickAnimation radiusAnim;
-  QuickAnimation randRadiusAnim;
-  QuickAnimation massAnim;
-  QuickAnimation randMassAnim;
-  QuickAnimation colorAnim[4];
+  QuickAnimation radiusAnim;             //!< Animation of the radius
+  QuickAnimation randRadiusAnim;         //!< Animation of the random Value of the radius
+  QuickAnimation massAnim;               //!< Animation of the mass
+  QuickAnimation randMassAnim;           //!< Animation of the random Mass
+  QuickAnimation colorAnim[4];           //!< Animation of the 4 colors (r,g,b,a)
 };
 
