Index: code/branches/lastmanstanding3/src/orxonox/OrxonoxPrereqs.h
===================================================================
--- code/branches/lastmanstanding3/src/orxonox/OrxonoxPrereqs.h	(revision 7902)
+++ code/branches/lastmanstanding3/src/orxonox/OrxonoxPrereqs.h	(revision 7903)
@@ -96,4 +96,5 @@
     class Gametype;
     class LastManStanding;
+    class LastTeamStanding;
     class TeamBaseMatch;
     class TeamDeathmatch;
Index: code/branches/lastmanstanding3/src/orxonox/gametypes/CMakeLists.txt
===================================================================
--- code/branches/lastmanstanding3/src/orxonox/gametypes/CMakeLists.txt	(revision 7902)
+++ code/branches/lastmanstanding3/src/orxonox/gametypes/CMakeLists.txt	(revision 7903)
@@ -8,3 +8,4 @@
   Dynamicmatch.cc
   LastManStanding.cc
+  LastTeamStanding.cc
 )
Index: code/branches/lastmanstanding3/src/orxonox/gametypes/Gametype.h
===================================================================
--- code/branches/lastmanstanding3/src/orxonox/gametypes/Gametype.h	(revision 7902)
+++ code/branches/lastmanstanding3/src/orxonox/gametypes/Gametype.h	(revision 7903)
@@ -150,4 +150,7 @@
               { this->timeLimit_ = t; }
 
+            //inline bool getForceSpawn()
+            //  { return this->bForceSpawn_; }       
+
             virtual void resetTimer();
             virtual void resetTimer(float t);
Index: code/branches/lastmanstanding3/src/orxonox/gametypes/LastTeamStanding.cc
===================================================================
--- code/branches/lastmanstanding3/src/orxonox/gametypes/LastTeamStanding.cc	(revision 7903)
+++ code/branches/lastmanstanding3/src/orxonox/gametypes/LastTeamStanding.cc	(revision 7903)
@@ -0,0 +1,310 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Johannes Ritz
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+#include "LastTeamStanding.h"
+
+#include "core/CoreIncludes.h"
+#include "network/Host.h"
+#include "infos/PlayerInfo.h"
+#include "worldentities/pawns/Pawn.h"
+#include "core/ConfigValueIncludes.h"
+#include "util/Convert.h"
+
+namespace orxonox
+{
+    CreateUnloadableFactory(LastTeamStanding);
+
+    LastTeamStanding::LastTeamStanding(BaseObject* creator) : TeamDeathmatch(creator)
+    {
+        RegisterObject(LastTeamStanding);
+        this->bForceSpawn_ = true;
+        this->lives = 1;//4
+        this->eachTeamsPlayers.resize(teams_,0);
+        this->teamsAlive = 0;
+        this->bMinTeamsReached = false;
+        this->bNoPunishment = false;
+        this->bHardPunishment = false;
+        this->punishDamageRate = 0.4f;
+        this->timeRemaining = 15.0f;
+        this->respawnDelay = 4.0f;
+        this->setHUDTemplate("lastTeamStandingHUD");
+    }
+    
+    LastTeamStanding::~LastTeamStanding()
+    {
+        //this->playerLives_.clear();
+        //this->eachTeamsPlayers.clear();
+        //this->timeToAct_.clear();
+        //this->inGame_.clear();
+        //this->playerDelayTime_.clear();
+    }   
+
+    void LastTeamStanding::playerEntered(PlayerInfo* player)
+    {
+        if (!player)// only for safety
+            return;
+        TeamDeathmatch::playerEntered(player);
+        if (teamsAlive<=1)
+            playerLives_[player]=lives;
+        else
+            playerLives_[player]=getMinLives();//new players only get minimum of lives */
+        
+        if (teamsAlive>1) // Now the game is allowed to end, since there are at least two teams.
+            bMinTeamsReached = true; // since there are at least two teams, the game is allowed to end
+        this->timeToAct_[player] = timeRemaining;
+        this->playerDelayTime_[player] = respawnDelay;
+        this->inGame_[player] = true;
+        int team = getTeam(player);
+        if( team < 0|| team > teams_) // make sure getTeam returns a regular value
+            return;
+        if(this->eachTeamsPlayers[team]==0) //if a player is the first in his group, a new team is alive
+            this->teamsAlive++;
+        this->eachTeamsPlayers[team]++; //the number of player in this team is increased
+    }
+
+    bool LastTeamStanding::playerLeft(PlayerInfo* player)
+    {
+        bool valid_player = TeamDeathmatch::playerLeft(player);
+        if (valid_player)
+        {
+            this->playerLives_.erase(player);
+            this->timeToAct_.erase(player);
+            this->playerDelayTime_.erase(player);
+            this->inGame_.erase(player);
+            int team = getTeam(player);
+            if( team < 0|| team > teams_) // make sure getTeam returns a regular value
+                return valid_player;
+            this->eachTeamsPlayers[team]--;       // a player left the team
+            if(this->eachTeamsPlayers[team] == 0) // if it was the last player a team died
+                this->teamsAlive--;
+        }
+
+        return valid_player;
+    }
+
+    bool LastTeamStanding::allowPawnDeath(Pawn* victim, Pawn* originator)
+    {
+        if (!victim||!victim->getPlayer())// only for safety
+            return true;
+        bool allow = TeamDeathmatch::allowPawnDeath(victim, originator);
+        if(!allow) {return allow;}
+        
+        playerLives_[victim->getPlayer()] = playerLives_[victim->getPlayer()] - 1; //player lost a live
+        this->inGame_[victim->getPlayer()] = false; //if player dies, he isn't allowed to respawn immediately
+        if (playerLives_[victim->getPlayer()]<=0) //if player lost all lives
+        {
+            int team = getTeam(victim->getPlayer());
+            if(team < 0|| team > teams_) // make sure getTeam returns a regular value
+                return allow;
+            this->eachTeamsPlayers[team]--;
+            if(eachTeamsPlayers[team] == 0) //last team member died
+                this->teamsAlive--;
+            const std::string& message = victim->getPlayer()->getName() + " has lost all lives";
+            COUT(0) << message << std::endl;
+            Host::Broadcast(message);
+        }
+        return allow;
+    }
+
+    bool LastTeamStanding::allowPawnDamage(Pawn* victim, Pawn* originator)
+    {
+        bool allow = TeamDeathmatch::allowPawnDamage(victim, originator);
+        if(!allow) {return allow;}
+        if (originator && originator->getPlayer())// only for safety
+        {
+            this->timeToAct_[originator->getPlayer()] = timeRemaining;
+
+            std::map<PlayerInfo*, Player>::iterator it = this->players_.find(originator->getPlayer());
+            if (it != this->players_.end())
+            {
+                if (it->first->getClientID()== CLIENTID_UNKNOWN)
+                    return true;
+                const std::string& message = ""; // resets Camper-Warning-message
+                this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
+            }    
+        }
+        return allow;
+    }
+
+    void LastTeamStanding::spawnDeadPlayersIfRequested()
+    {
+        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
+            if (it->second.state_ == PlayerState::Dead)
+            {
+                bool alive = (0 < playerLives_[it->first]&&(inGame_[it->first]));
+                if (alive&&(it->first->isReadyToSpawn() || this->bForceSpawn_))
+                {
+                    this->spawnPlayer(it->first);
+                }
+            }
+    }
+
+    void LastTeamStanding::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
+    {
+        if (!player)
+            return;
+        TeamDeathmatch::playerStartsControllingPawn(player,pawn);
+        
+        this->timeToAct_[player] = timeRemaining + 3.0f + respawnDelay;//reset timer
+        this->playerDelayTime_[player] = respawnDelay;
+        
+        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
+        if (it != this->players_.end())
+        {
+            if (it->first->getClientID()== CLIENTID_UNKNOWN)
+                return;
+            const std::string& message = ""; // resets Camper-Warning-message
+            this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
+        }  
+    }
+
+    void LastTeamStanding::tick(float dt)
+    {
+        SUPER(LastTeamStanding, tick, dt);
+        if(this->hasStarted()&&(!this->hasEnded()))
+        {
+            if (bMinTeamsReached &&(this->hasStarted()&&(teamsAlive<=1)))//last team remaining -> game will end
+            {
+                this->end();
+            }
+            for (std::map<PlayerInfo*, float>::iterator it = this->timeToAct_.begin(); it != this->timeToAct_.end(); ++it)
+            {   
+                if (playerGetLives(it->first) <= 0)//Players without lives shouldn't be affected by time.
+                    continue;     
+                it->second -= dt;//Decreases punishment time.
+                if (!inGame_[it->first])//Manages respawn delay - player is forced to respawn after the delaytime is used up. 
+                {
+                    playerDelayTime_[it->first] -= dt;
+                    if (playerDelayTime_[it->first] <= 0)
+                    this->inGame_[it->first] = true;
+
+                    if (it->first->getClientID()== CLIENTID_UNKNOWN)
+                        continue;
+                    int output = 1 + playerDelayTime_[it->first];
+                    const std::string& message = "Respawn in " +multi_cast<std::string>(output)+ " seconds." ;//Countdown
+                    this->gtinfo_->sendFadingMessage(message,it->first->getClientID());
+                }
+                else if (it->second < 0.0f)
+                {
+                    it->second = timeRemaining + 3.0f;//reset punishment-timer
+                    if (playerGetLives(it->first) > 0)
+                    {
+                        this->punishPlayer(it->first);
+                        if (it->first->getClientID() == CLIENTID_UNKNOWN)
+                            return;
+                        const std::string& message = ""; // resets Camper-Warning-message
+                        this->gtinfo_->sendFadingMessage(message, it->first->getClientID());
+                    }
+                }
+                else if (it->second < timeRemaining/5)//Warning message
+                {
+                    if (it->first->getClientID()== CLIENTID_UNKNOWN)
+                        continue;
+                    const std::string& message = "Camper Warning! Don't forget to shoot.";
+                    this->gtinfo_->sendFadingMessage(message, it->first->getClientID());
+                }
+            }
+        }
+    }
+
+    void LastTeamStanding::end()//TODO: Send the message to the whole team
+    {
+        Gametype::end();
+        
+        for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it)
+        {
+            if (it->first->getClientID() == CLIENTID_UNKNOWN)
+                continue;
+
+            if (it->second > 0)
+                this->gtinfo_->sendAnnounceMessage("You have won the match!", it->first->getClientID());
+            else
+                this->gtinfo_->sendAnnounceMessage("You have lost the match!", it->first->getClientID());
+        }
+
+    }
+
+
+    int LastTeamStanding::getMinLives()
+    {
+        int min = lives;
+        for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it)
+        {
+            if (it->second <= 0)
+                continue;
+            if (it->second < lives)
+                min = it->second;
+        }
+        return min;
+    }
+
+    void LastTeamStanding::punishPlayer(PlayerInfo* player)
+    {
+        if(!player)
+            return;
+        if(bNoPunishment)
+            return;
+        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
+        if (it != this->players_.end())
+        {
+            if(!player->getControllableEntity())
+                return;
+            Pawn* pawn = dynamic_cast<Pawn*>(player->getControllableEntity());
+            if(!pawn)
+                return;
+            if(bHardPunishment)
+            {
+                pawn->kill();
+                this->timeToAct_[player] = timeRemaining + 3.0f + respawnDelay;//reset timer
+            }
+            else
+            {
+                float damage = pawn->getMaxHealth()*punishDamageRate*0.5;//TODO: Factor 0.5 is hard coded. Where is the ratio between MaxHealth actually defined?
+                pawn->removeHealth(damage);
+                this->timeToAct_[player] = timeRemaining;//reset timer
+            }
+        }
+    }
+
+    int LastTeamStanding::playerGetLives(PlayerInfo* player)
+    {
+        if (player)
+            return  playerLives_[player];
+        else
+            return 0;
+    }
+    
+    void LastTeamStanding::setConfigValues()
+    {
+        SetConfigValue(lives, 4);
+        SetConfigValue(timeRemaining, 15.0f);
+        SetConfigValue(respawnDelay, 4.0f);
+        SetConfigValue(bNoPunishment, false);
+        SetConfigValue(bHardPunishment, false);
+    }
+}
Index: code/branches/lastmanstanding3/src/orxonox/gametypes/LastTeamStanding.h
===================================================================
--- code/branches/lastmanstanding3/src/orxonox/gametypes/LastTeamStanding.h	(revision 7903)
+++ code/branches/lastmanstanding3/src/orxonox/gametypes/LastTeamStanding.h	(revision 7903)
@@ -0,0 +1,95 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Johannes Ritz
+ *   Co-authors:
+ *      ...
+ *
+ */
+/**
+    @file LastTeamStanding.h
+    @brief Declaration of the Gametype "Last Team Standing".
+*/
+
+#ifndef _LastTeamStanding_H__
+#define _LastTeamStanding_H__
+
+#include "OrxonoxPrereqs.h"
+#include "TeamDeathmatch.h"
+#include <map>
+#include <vector>
+
+//TODO: Hud doesn load; problem with destructor; teams are not assigned properly; 
+
+namespace orxonox
+{
+    class _OrxonoxExport LastTeamStanding : public TeamDeathmatch
+    {
+    /**
+    @brief
+        Last Team Standing is a gametype where each team fights against each other, until one team remains. 
+    @author
+        Johannes Ritz
+    */
+        protected:
+            int lives; //!< Standard amount of lives. Each player starts a game with so many lives.
+            std::map< PlayerInfo*, int > playerLives_; //!< Each player's lives are stored here.
+            std::vector<int> eachTeamsPlayers; //!<Number of players in each team.
+            int teamsAlive; //!< Counter counting teams with more than one player remaining.
+//Data for CamperPunishment
+            float timeRemaining; //!< Each player has a certain time where he or she has to hit an opponent or will be punished.
+            std::map<PlayerInfo*, float> timeToAct_; //!< Each player's time till she/he will be punished is stored here.
+            bool bNoPunishment; //!< Config value to switch off Punishment function if it is set to true.
+            bool bHardPunishment; //!< Switches between damage and death as punishment.
+            float punishDamageRate; //!< Makes Damage adjustable.
+//Data for RespawnDelay
+            float respawnDelay; //!<Time in seconds when a player will respawn after death.
+            std::map<PlayerInfo*, float> playerDelayTime_; //!< Stores each Player's delay time.
+            std::map<PlayerInfo*, bool> inGame_; //!< Indicates each Player's state.
+
+            bool bMinTeamsReached; //!< Lock. Game shouldn't end right at the beginning.
+
+            virtual void spawnDeadPlayersIfRequested(); //!< Prevents dead players to respawn.
+            virtual int getMinLives(); //!< Returns minimum of each player's lives; players with 0 lives are skipped;
+
+        public:
+            LastTeamStanding(BaseObject* creator); //!< Default Constructor.
+            virtual ~LastTeamStanding(); //!< Default Destructor.
+
+            virtual void playerEntered(PlayerInfo* player); //!< Initializes values.
+            virtual bool playerLeft(PlayerInfo* player); //!< Manages all local variables.
+
+            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //!< Manages each player's lost lives.
+            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponent, his punishment countdown will be resetted.
+            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn); //!< Resets punishment time and respawn delay.
+            void tick (float dt); //!< used to end the game
+            virtual void end(); //!< Sends an end message.
+            void punishPlayer(PlayerInfo* player); //!< Function in order to kill a player. Punishment for hiding longer than "timeRemaining".
+            int playerGetLives(PlayerInfo* player); //!< getFunction for the map "playerLives_".
+            inline int getNumTeamsAlive() const//!< Returns the number of players that are still alive.
+            {return this->teamsAlive;}
+            void setConfigValues(); //!< Makes values configurable.
+
+    };
+}
+
+#endif /* _LastTeamStanding_H__ */
