Index: orxonox/trunk/src/util/animation/animation.cc
===================================================================
--- orxonox/trunk/src/util/animation/animation.cc	(revision 4485)
+++ orxonox/trunk/src/util/animation/animation.cc	(revision 4597)
@@ -1,3 +1,3 @@
-/* 
+/*
    orxonox - the future of 3D-vertical-scrollers
 
@@ -22,9 +22,11 @@
 /**
    \brief creates a new Animation
-   
+
    This also adds the Animation automatically to the AnimationPlayer's list
 */
 Animation::Animation(void)
-{  
+{
+  this->setClassID(CL_ANIMATION, "Animation");
+
   // initialize a beginning KeyFrame, that will be deleted afterwards
   this->keyFrameCount = 0;
@@ -43,5 +45,5 @@
 /**
    \brief destructs the Animation
-   
+
    this also takes the animation out of the AnimationPlayer's list (if it is there)
 */
@@ -54,5 +56,5 @@
    \brief tells the AnimationPlayer, that we do not wish to  handle this animation
    automatically.
-   
+
    This means that it will not be ticked, and not be deleted with the AnimationPlayer
 */
Index: orxonox/trunk/src/util/animation/animation.h
===================================================================
--- orxonox/trunk/src/util/animation/animation.h	(revision 4485)
+++ orxonox/trunk/src/util/animation/animation.h	(revision 4597)
@@ -1,3 +1,3 @@
-/*! 
+/*!
     \file animation.h
     A Subclass for all animations in orxonox
@@ -31,13 +31,17 @@
    deprecated QUADRATIC
 */
-typedef enum ANIM_FUNCTION {ANIM_CONSTANT,
-			    ANIM_LINEAR,
-			    ANIM_SINE,
-			    ANIM_COSINE,
-			    ANIM_EXP,
-			    ANIM_NEG_EXP,
-			    ANIM_QUADRATIC,
-			    ANIM_RANDOM,
-			    ANIM_NULL};
+typedef enum ANIM_FUNCTION
+{
+  ANIM_CONSTANT,
+  ANIM_LINEAR,
+  ANIM_SINE,
+  ANIM_COSINE,
+  ANIM_EXP,
+  ANIM_NEG_EXP,
+  ANIM_QUADRATIC,
+  ANIM_RANDOM,
+  ANIM_NULL
+};
+
 #define ANIM_DEFAULT_FUNCTION ANIM_LINEAR      //!< A default function to choose from the above set
 
@@ -49,12 +53,15 @@
    ANIM_INF_DELETE deletes the animation. !! THIS IS DANGEROUS !! only do this with non-class variables
 */
-typedef enum ANIM_INFINITY {ANIM_INF_CONSTANT,
-			    ANIM_INF_REPLAY,
-			    ANIM_INF_REWIND,
-			    ANIM_INF_DELETE};//, ANIM_INF_LINEAR, ANIM_INF_PINGPONG;
+typedef enum ANIM_INFINITY
+{
+  ANIM_INF_CONSTANT,
+  ANIM_INF_REPLAY,
+  ANIM_INF_REWIND,
+  ANIM_INF_DELETE
+}; //, ANIM_INF_LINEAR, ANIM_INF_PINGPONG};
 
 //! A Superclass for describing an animation (all animations will be derived from this one)
 /** implement in subclasses:
- * 
+ *
  * De-/Constructor
  * Animation Functions
@@ -65,5 +72,5 @@
  * virtual rewind, to go to the first Keyframe. (other functions will call this one)
 */
-class Animation
+class Animation : public BaseObject
 {
  public:
Index: orxonox/trunk/src/util/animation/animation3d.cc
===================================================================
--- orxonox/trunk/src/util/animation/animation3d.cc	(revision 4485)
+++ orxonox/trunk/src/util/animation/animation3d.cc	(revision 4597)
@@ -51,5 +51,5 @@
 /**
    \brief standard deconstructor
-   
+
    deletes all the Keyframes
 */
@@ -89,5 +89,5 @@
 */
 void Animation3D::addKeyFrame(Vector position, Quaternion direction, float duration,
-			      ANIM_FUNCTION animFuncMov, ANIM_FUNCTION animFuncRot)
+                              ANIM_FUNCTION animFuncMov, ANIM_FUNCTION animFuncRot)
 {
   // some small check
@@ -101,5 +101,5 @@
 
   KeyFrame3D* tmpKeyFrame;
-    
+
   // when adding the first frame
   if (this->keyFrameCount == 0)
@@ -114,5 +114,5 @@
       // when adding the second frame
       if (this->currentKeyFrame == this->nextKeyFrame)
-	this->nextKeyFrame = tmpKeyFrame;
+        this->nextKeyFrame = tmpKeyFrame;
       this->keyFrameList->add(tmpKeyFrame);
     }
@@ -136,25 +136,25 @@
 {
   if (this->bRunning)
-    { 
+    {
       this->localTime += dt;
       if (localTime >= this->currentKeyFrame->duration)
-	{
-	  if (likely(this->keyFramesToPlay != 0))
-	    {
-	      if (unlikely(this->keyFramesToPlay > 0))
-		--this->keyFramesToPlay;
-	      // switching to the next Key-Frame
-	      this->localTime -= this->currentKeyFrame->duration;
-	      this->currentKeyFrame = this->nextKeyFrame;
-	      // checking, if we should still Play the animation
-	      if (this->currentKeyFrame == this->keyFrameList->lastElement())
-		this->handleInfinity();
-	      this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame);
-	      this->setAnimFuncMov(this->currentKeyFrame->animFuncMov);
-	      this->setAnimFuncRot(this->currentKeyFrame->animFuncRot);
-	    }
-	  else
-	    this->pause();
-	}      
+        {
+          if (likely(this->keyFramesToPlay != 0))
+            {
+              if (unlikely(this->keyFramesToPlay > 0))
+                --this->keyFramesToPlay;
+              // switching to the next Key-Frame
+              this->localTime -= this->currentKeyFrame->duration;
+              this->currentKeyFrame = this->nextKeyFrame;
+              // checking, if we should still Play the animation
+              if (this->currentKeyFrame == this->keyFrameList->lastElement())
+                this->handleInfinity();
+              this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame);
+              this->setAnimFuncMov(this->currentKeyFrame->animFuncMov);
+              this->setAnimFuncRot(this->currentKeyFrame->animFuncRot);
+            }
+          else
+            this->pause();
+        }
       /* now animate it */
       (this->*animFuncMov)(this->localTime);
@@ -257,5 +257,5 @@
   else
     v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (2.0 + sin( M_PI * (- timePassed /this->currentKeyFrame->duration)) )/ 2.0;
-  
+
   this->object->shiftCoor(v - this->currentKeyFrame->lastPosition);
   this->currentKeyFrame->lastPosition = v;
@@ -279,6 +279,6 @@
   /*
   this->object->setRelCoor( this->nextKeyFrame->position -
-			    (this->nextKeyFrame->position - this->currentKeyFrame->position) *
-			    (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0);
+                            (this->nextKeyFrame->position - this->currentKeyFrame->position) *
+                            (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0);
   */
 }
@@ -309,6 +309,6 @@
   /*
   this->object->setRelCoor( this->currentKeyFrame->position +
-			    (this->nextKeyFrame->position - this->currentKeyFrame->position) * 
-			    (1.0 - expf(- timePassed * expFactorMov)) );
+                            (this->nextKeyFrame->position - this->currentKeyFrame->position) *
+                            (1.0 - expf(- timePassed * expFactorMov)) );
   */
 }
@@ -334,8 +334,8 @@
 {
   /*
-  this->object->setRelCoor(this->currentKeyFrame->position + 
-			   (this->nextKeyFrame->position - this->currentKeyFrame->position) * (float)rand()/(float)RAND_MAX);
+  this->object->setRelCoor(this->currentKeyFrame->position +
+                           (this->nextKeyFrame->position - this->currentKeyFrame->position) * (float)rand()/(float)RAND_MAX);
   this->object->setRelDir(this->currentKeyFrame->direction +
-			  (this->nextKeyFrame->direction - this->currentKeyFrame->direction)* (float)rand()/(float)RAND_MAX);
+                          (this->nextKeyFrame->direction - this->currentKeyFrame->direction)* (float)rand()/(float)RAND_MAX);
   */
 }
@@ -401,7 +401,7 @@
 void Animation3D::rLinear(float timePassed) const
 {
-  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, 
-				     this->currentKeyFrame->direction, 
-				     timePassed/this->currentKeyFrame->duration) );
+  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction,
+                                     this->currentKeyFrame->direction,
+                                     timePassed/this->currentKeyFrame->duration) );
 }
 
@@ -420,7 +420,7 @@
     scale = 1.0 - sin( M_PI * timePassed / this->currentKeyFrame->duration);
 
-  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, 
-				     this->currentKeyFrame->direction, 
-				     scale) );
+  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction,
+                                     this->currentKeyFrame->direction,
+                                     scale) );
 }
 
@@ -435,7 +435,7 @@
 {
   float scale = cos(M_PI * timePassed / this->currentKeyFrame->duration);
-  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, 
-				     this->currentKeyFrame->direction, 
-				     scale) );
+  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction,
+                                     this->currentKeyFrame->direction,
+                                     scale) );
 }
 
@@ -458,7 +458,7 @@
 {
   float scale = (1.0 - expf(- timePassed * expFactorRot));
-  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, 
-				     this->currentKeyFrame->direction, 
-				     scale) );
+  this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction,
+                                     this->currentKeyFrame->direction,
+                                     scale) );
 }
 
Index: orxonox/trunk/src/util/animation/animation3d.h
===================================================================
--- orxonox/trunk/src/util/animation/animation3d.h	(revision 4485)
+++ orxonox/trunk/src/util/animation/animation3d.h	(revision 4597)
@@ -1,3 +1,3 @@
-/*! 
+/*!
     \file animation3d.h
 */
@@ -33,5 +33,5 @@
   Animation3D(PNode* object);
   virtual ~Animation3D(void);
-    
+
   virtual void rewind(void);
 
@@ -40,5 +40,5 @@
 
   virtual void tick(float dt);
- 
+
  private:
   // animation functions
Index: orxonox/trunk/src/util/animation/animation_player.cc
===================================================================
--- orxonox/trunk/src/util/animation/animation_player.cc	(revision 4485)
+++ orxonox/trunk/src/util/animation/animation_player.cc	(revision 4597)
@@ -1,3 +1,3 @@
-/* 
+/*
    orxonox - the future of 3D-vertical-scrollers
 
@@ -26,10 +26,11 @@
    \brief standard constructor
 */
-AnimationPlayer::AnimationPlayer () 
+AnimationPlayer::AnimationPlayer ()
 {
-   this->setClassID(CL_ANIMATION_PLAYER, "AnimationPlayer");
+  this->setClassID(CL_ANIMATION_PLAYER, "AnimationPlayer");
+  this->setName("AnimationPlayer");
 
-   this->animationList = new tList<Animation>();
-   this->play();
+  this->animationList = new tList<Animation>();
+  this->play();
 }
 
@@ -43,9 +44,9 @@
 
    !! DANGER !! when unloading the AnimationPlayer no other Function
-   should reference any Animations, from the animationList because it 
-   automatically deletes them. 
+   should reference any Animations, from the animationList because it
+   automatically deletes them.
    This usually happens when unloading a World.
 */
-AnimationPlayer::~AnimationPlayer () 
+AnimationPlayer::~AnimationPlayer ()
 {
   // deleting the Animation List AND all the elements of the List
@@ -61,5 +62,5 @@
 
    when adding a Animation the Animation will too be deleted when
-   the AnimationPlayer gets deleted. Consider not adding it, or 
+   the AnimationPlayer gets deleted. Consider not adding it, or
    unadding it with animation->notHandled();
 */
@@ -80,5 +81,5 @@
 /**
    \brief empties the list AND deletes all the Animations
-*/ 
+*/
 void AnimationPlayer::flush(void)
 {
@@ -99,5 +100,5 @@
 
 /**
-   \brief Ticks all the animations in animationList 
+   \brief Ticks all the animations in animationList
    \param timePassed the time passed since the last tick.
 */
@@ -110,13 +111,13 @@
       Animation* anim = animIt->nextElement();
       while( anim != NULL)
-	{
-	  anim->tick(timePassed);
-	  if(unlikely(anim->ifDelete()))
-	  {
-	    this->animationList->remove(anim);
-	    delete anim;
-	  }
-	  anim = animIt->nextElement();
-	}
+        {
+          anim->tick(timePassed);
+          if(unlikely(anim->ifDelete()))
+          {
+            this->animationList->remove(anim);
+            delete anim;
+          }
+          anim = animIt->nextElement();
+        }
       delete animIt;
     }
@@ -150,8 +151,8 @@
     {
       if(anim->getBaseObject() == baseObject)
-	{
-	  delete animIt;
-	  return anim;
-	}
+        {
+          delete animIt;
+          return anim;
+        }
       anim = animIt->nextElement();
     }
Index: orxonox/trunk/src/util/animation/animation_player.h
===================================================================
--- orxonox/trunk/src/util/animation/animation_player.h	(revision 4485)
+++ orxonox/trunk/src/util/animation/animation_player.h	(revision 4597)
@@ -1,3 +1,3 @@
-/*! 
+/*!
     \file animation_player.h
 */
@@ -15,5 +15,5 @@
    <b>AnimationPlayer usage:</b> \n
 
-   <b>Initialisation</b>: AnimationPlayer::getInstance() does the trick this is 
+   <b>Initialisation</b>: AnimationPlayer::getInstance() does the trick this is
    usually done when initializing a world \n
    <b>Adding Animations</b>: create an Animation the following Way:
@@ -21,5 +21,5 @@
    \li set some parameters: also see the specific classes for more info
    \n
-   if you do not want a specific Animation to be handled by the AnimationPlayer, you have to 
+   if you do not want a specific Animation to be handled by the AnimationPlayer, you have to
    unload it explicitely with animation->doNotHandle();
    \n
Index: orxonox/trunk/src/util/animation/t_animation.h
===================================================================
--- orxonox/trunk/src/util/animation/t_animation.h	(revision 4485)
+++ orxonox/trunk/src/util/animation/t_animation.h	(revision 4597)
@@ -14,5 +14,5 @@
 */
 
-/*! 
+/*!
     \file t_animation.h
 */
@@ -80,5 +80,5 @@
 */
 template<class T>
-tAnimation<T>::tAnimation (T* object, void (T::*funcToAnim)(float)) 
+tAnimation<T>::tAnimation (T* object, void (T::*funcToAnim)(float))
 {
   // create a new List
@@ -100,9 +100,9 @@
 /**
    \brief standard deconstructor
-   
+
    deletes all the Keyframes
 */
 template<class T>
-tAnimation<T>::~tAnimation () 
+tAnimation<T>::~tAnimation ()
 {
   // delete all the KeyFrames
@@ -158,5 +158,5 @@
 
   KeyFrameF* tmpKeyFrame;
-    
+
   // when adding the first frame
   if (this->keyFrameCount == 0)
@@ -170,5 +170,5 @@
       // when adding the second frame
       if (this->currentKeyFrame == this->nextKeyFrame)
-	this->nextKeyFrame = tmpKeyFrame;
+        this->nextKeyFrame = tmpKeyFrame;
       this->keyFrameList->add(tmpKeyFrame);
     }
@@ -191,25 +191,25 @@
       this->localTime += dt;
       if (localTime >= this->currentKeyFrame->duration)
-	{
-	  if (likely(this->keyFramesToPlay != 0))
-	    {
-	      if (unlikely(this->keyFramesToPlay > 0))
-		--this->keyFramesToPlay;
-	      // switching to the next Key-Frame
-	      this->localTime -= this->currentKeyFrame->duration;
-	      
-	      this->currentKeyFrame = this->nextKeyFrame;
-	      // checking, if we should still Play the animation
-	      if (this->currentKeyFrame == this->keyFrameList->lastElement())
-		this->handleInfinity();
-	      this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame);
-	      
-	      printf("%p from:%f to:%f\n", this->currentKeyFrame,this->currentKeyFrame->value, this->nextKeyFrame->value);
-	      this->setAnimFunc(this->currentKeyFrame->animFunc);	  
-	    }
-	  else
-	    this->pause();
-	}
-      
+        {
+          if (likely(this->keyFramesToPlay != 0))
+            {
+              if (unlikely(this->keyFramesToPlay > 0))
+                --this->keyFramesToPlay;
+              // switching to the next Key-Frame
+              this->localTime -= this->currentKeyFrame->duration;
+
+              this->currentKeyFrame = this->nextKeyFrame;
+              // checking, if we should still Play the animation
+              if (this->currentKeyFrame == this->keyFrameList->lastElement())
+                this->handleInfinity();
+              this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame);
+
+              printf("%p from:%f to:%f\n", this->currentKeyFrame,this->currentKeyFrame->value, this->nextKeyFrame->value);
+              this->setAnimFunc(this->currentKeyFrame->animFunc);
+            }
+          else
+            this->pause();
+        }
+
       (this->object->*(funcToAnim))((this->*animFunc)(this->localTime));
     }
@@ -243,7 +243,7 @@
     case ANIM_NEG_EXP:
       {
-	this->animFunc = &tAnimation<T>::negExp;
-	expFactor =  - 1.0 / this->currentKeyFrame->duration * logf(DELTA_X);
-	break;
+        this->animFunc = &tAnimation<T>::negExp;
+        expFactor =  - 1.0 / this->currentKeyFrame->duration * logf(DELTA_X);
+        break;
       }
     case ANIM_QUADRATIC:
@@ -273,5 +273,5 @@
 */
 template<class T>
-float tAnimation<T>::linear(float timePassed) const 
+float tAnimation<T>::linear(float timePassed) const
 {
   return this->currentKeyFrame->value + (this->nextKeyFrame->value - this->currentKeyFrame->value)
@@ -287,7 +287,7 @@
 {
   if (timePassed * 2.0 < this->currentKeyFrame->duration)
-    return this->currentKeyFrame->value + (this->nextKeyFrame->value - this->currentKeyFrame->value) 
+    return this->currentKeyFrame->value + (this->nextKeyFrame->value - this->currentKeyFrame->value)
       * sin( M_PI * timePassed / this->currentKeyFrame->duration)/2;
-  else 
+  else
     return this->nextKeyFrame->value - (this->nextKeyFrame->value - this->currentKeyFrame->value)
       * sin( M_PI * (1.0 - timePassed / this->currentKeyFrame->duration))/2;
@@ -350,5 +350,5 @@
 float tAnimation<T>::random(float timePassed) const
 {
-  return this->currentKeyFrame->value + 
+  return this->currentKeyFrame->value +
     (this->nextKeyFrame->value - this->currentKeyFrame->value) *
     (float)rand()/(float)RAND_MAX;
