Index: /branches/world_entities/configure
===================================================================
--- /branches/world_entities/configure	(revision 5747)
+++ /branches/world_entities/configure	(revision 5748)
@@ -274,5 +274,5 @@
 PACKAGE_BUGREPORT='orxonox-dev at mail.datacore.ch'
 
-ac_unique_file="."
+ac_unique_file="src"
 # Factoring default headers for most tests.
 ac_includes_default="\
Index: /branches/world_entities/configure.ac
===================================================================
--- /branches/world_entities/configure.ac	(revision 5747)
+++ /branches/world_entities/configure.ac	(revision 5748)
@@ -25,5 +25,5 @@
 #########################
 AC_PREREQ(2.59)
-AC_INIT([orxonox],[0.3.2_alpha],[orxonox-dev at mail.datacore.ch])
+AC_INIT([orxonox], [0.3.2_alpha], [orxonox-dev at mail.datacore.ch])
 
 ## Detect the canonical host and target build environment.
@@ -34,5 +34,5 @@
 AM_INIT_AUTOMAKE
 
-AC_CONFIG_SRCDIR([.])
+AC_CONFIG_SRCDIR([src])
 AC_CONFIG_HEADER([config.h])
 
Index: /branches/world_entities/src/lib/coord/p_node.h
===================================================================
--- /branches/world_entities/src/lib/coord/p_node.h	(revision 5747)
+++ /branches/world_entities/src/lib/coord/p_node.h	(revision 5748)
@@ -70,4 +70,5 @@
   inline const Vector& getAbsCoor () const { return this->absCoordinate; };
   void shiftCoor (const Vector& shift);
+  void shiftCoor (float x, float y, float z) { this->shiftCoor(Vector(x, y, z)); };
 
   void setRelDir (const Quaternion& relDir);
Index: /branches/world_entities/src/world_entities/weapons/turret.cc
===================================================================
--- /branches/world_entities/src/world_entities/weapons/turret.cc	(revision 5747)
+++ /branches/world_entities/src/world_entities/weapons/turret.cc	(revision 5748)
@@ -34,10 +34,9 @@
 using namespace std;
 
-
 /**
  *  standard constructor
-
-   creates a new weapon
-*/
+ *
+ * creates a new Turret
+ */
 Turret::Turret ()
   : Weapon()
@@ -53,5 +52,7 @@
 }
 
-
+/**
+ * creates a new Turret from a TiXmlElement
+ */
 Turret::Turret(const TiXmlElement* root)
 {
Index: /branches/world_entities/src/world_entities/weapons/weapon.h
===================================================================
--- /branches/world_entities/src/world_entities/weapons/weapon.h	(revision 5747)
+++ /branches/world_entities/src/world_entities/weapons/weapon.h	(revision 5748)
@@ -94,7 +94,7 @@
 
     /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
-    inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; };
+    inline bool isActive() const { return (this->currentState == WS_INACTIVE)? false : true; };
     /** @returns true if the weapon must be drawn */
-    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; };
+    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive) ? true : false; };
     /** @returns true if the Weapon is chargeable */
     inline bool isChargeable() const { return this->chargeable; };
@@ -115,4 +115,5 @@
 
 
+    // EMISSION
     void setEmissionPoint(const Vector& point);
     /** @see void setEmissionPoint(const Vector& point); */
@@ -121,4 +122,5 @@
     inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); };
 
+    // STATE CHANGES //
     /** @param state the State to time @param duration the duration of the State */
     inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); };
@@ -126,7 +128,7 @@
     inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
     /** @param state The state to query @returns the Time the queried State takes to complete */
-    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)?this->times[state]:0.0; };
+    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)? this->times[state] : 0.0; };
     /** @returns true if the time of the currentState is elapsed, false otherwise */
-    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])?true:false; };
+    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])? true : false; };
     /** @returns the current State of the Weapon */
     inline WeaponState getCurrentState() const { return this->currentState; };
@@ -144,4 +146,5 @@
     // FLOW
     void tickW(float dt); //!< this is a function that must be called by the weaponManager, or any other weaponHandler, all other functions are handled from within
+
     virtual void tick(float dt) {};
     virtual void draw() const;
@@ -189,5 +192,5 @@
     // it is all about energy
     float                energy;                           //!< The energy stored in the weapons secondary buffers (reserve)
-    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (firewithout reload)
+    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (fire without reload)
     float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
     float                energyLoadedMax;                  //!< The maximal energy that can be stored in the primary buffers
