Index: code/trunk/src/modules/weapons/projectiles/Rocket.h
===================================================================
--- code/trunk/src/modules/weapons/projectiles/Rocket.h	(revision 8738)
+++ code/trunk/src/modules/weapons/projectiles/Rocket.h	(revision 8855)
@@ -27,4 +27,9 @@
  */
 
+/**
+    @file Rocket.h
+    @brief Definition of the Rocket class.
+*/
+
 #ifndef _Rocket_H__
 #define _Rocket_H__
@@ -33,6 +38,7 @@
 
 #include "tools/Timer.h"
+
+#include "interfaces/RadarViewable.h"
 #include "worldentities/ControllableEntity.h"
-#include "interfaces/RadarViewable.h"
 
 #include "BasicProjectile.h"
@@ -44,8 +50,9 @@
     /**
     @brief
-        Rocket, that is made to move upon a specified pattern.
-        This class was constructed for the PPS tutorial.
+        Rocket that can be steered by the player.
+
     @author
         Oli Scheuss
+    @ingroup WeaponsProjectiles
     */
     class _WeaponsExport Rocket : public ControllableEntity, public BasicProjectile, public RadarViewable
@@ -55,14 +62,13 @@
             virtual ~Rocket();
 
-            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Rocket through XML.
             virtual void tick(float dt); //!< Defines which actions the Rocket has to take in each tick.
 
             virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
-            void destroyObject();
+            virtual void destroyObject(void);
             void destructionEffect();
 
-            virtual void moveFrontBack(const Vector2& value){}
-            virtual void moveRightLeft(const Vector2& value){}
-            virtual void moveUpDown(const Vector2& value){}
+            virtual void moveFrontBack(const Vector2& value) {}
+            virtual void moveRightLeft(const Vector2& value) {}
+            virtual void moveUpDown(const Vector2& value) {}
 
             virtual void rotateYaw(const Vector2& value);
@@ -75,5 +81,5 @@
             */
             inline void moveFrontBack(float value)
-            { this->moveFrontBack(Vector2(value, 0)); }
+                { this->moveFrontBack(Vector2(value, 0)); }
             /**
             @brief Moves the Rocket in the Right/Left-direction by the specifed amount.
@@ -81,5 +87,5 @@
             */
             inline void moveRightLeft(float value)
-            { this->moveRightLeft(Vector2(value, 0)); }
+                { this->moveRightLeft(Vector2(value, 0)); }
             /**
             @brief Moves the Rocket in the Up/Down-direction by the specifed amount.
@@ -87,5 +93,5 @@
             */
             inline void moveUpDown(float value)
-            { this->moveUpDown(Vector2(value, 0)); }
+                { this->moveUpDown(Vector2(value, 0)); }
 
             /**
@@ -94,5 +100,5 @@
             */
             inline void rotateYaw(float value)
-            { this->rotateYaw(Vector2(value, 0)); }
+                { this->rotateYaw(Vector2(value, 0)); }
             /**
             @brief Rotates the Rocket around the x-axis by the specifed amount.
@@ -100,5 +106,5 @@
             */
             inline void rotatePitch(float value)
-            { this->rotatePitch(Vector2(value, 0)); }
+                { this->rotatePitch(Vector2(value, 0)); }
             /**
             @brief Rotates the Rocket around the z-axis by the specifed amount.
@@ -106,22 +112,19 @@
             */
             inline void rotateRoll(float value)
-            { this->rotateRoll(Vector2(value, 0)); }
+                { this->rotateRoll(Vector2(value, 0)); }
 
-            void setOwner(Pawn* owner);
-            inline Pawn* getOwner() const
-                { return this->owner_; }
+            virtual void setShooter(Pawn* shooter);
 
             virtual void fired(unsigned int firemode);
 
         private:
-            WeakPtr<Pawn> owner_;
-            Vector3 localAngularVelocity_;
+            Vector3 localAngularVelocity_; //!< Variable to temporarily store accumulated steering command input.
 
-            WeakPtr<PlayerInfo> player_;
-            Timer destroyTimer_;
-            float lifetime_;
+            WeakPtr<PlayerInfo> player_; //!< The player that controls the Rocket.
+            Timer destroyTimer_; //!< Timer to destroy the projectile after its lifetime has run out.
+            float lifetime_; //!< The time the projectile exists.
 
-            WorldSound* defSndWpnEngine_;
-            WorldSound* defSndWpnLaunch_;
+            WorldSound* defSndWpnEngine_; //!< Engine sound.
+            WorldSound* defSndWpnLaunch_; //!< Launch sound.
     };
 
