Index: branches/playability/src/world_entities/projectiles/hbolt.cc
===================================================================
--- branches/playability/src/world_entities/projectiles/hbolt.cc	(revision 10158)
+++ branches/playability/src/world_entities/projectiles/hbolt.cc	(revision 10159)
@@ -159,4 +159,8 @@
 {
 
+  glPushAttrib(GL_ENABLE_BIT);
+  glDisable(GL_LIGHTING);
+  glDisable(GL_FOG);
+
   glMatrixMode(GL_MODELVIEW);
   glPushMatrix();
@@ -176,3 +180,5 @@
 
   glPopMatrix();
+  glPopAttrib();
+
 }
Index: branches/playability/src/world_entities/space_ships/space_ship.cc
===================================================================
--- branches/playability/src/world_entities/space_ships/space_ship.cc	(revision 10158)
+++ branches/playability/src/world_entities/space_ships/space_ship.cc	(revision 10159)
@@ -375,5 +375,5 @@
   //FIXME Just testaddition to show the wobblegrid
   this->test  = new Wobblegrid(5);
-  test->setTexture("maps/fichte_ast6.tga");
+  test->setTexture("maps/blub.png");
   
   test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
Index: branches/playability/src/world_entities/weapons/heavy_blaster.cc
===================================================================
--- branches/playability/src/world_entities/weapons/heavy_blaster.cc	(revision 10158)
+++ branches/playability/src/world_entities/weapons/heavy_blaster.cc	(revision 10159)
@@ -98,7 +98,15 @@
   }
 
+  if (this->leftRight == W_RIGHT)
+  {
     this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, 0.06));
     this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, 0.14));
     this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, -.14));
+  }
+  else {
+    this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, -.06));
+    this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, -.14));
+    this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, 0.14));
+  }
 
 
@@ -119,11 +127,11 @@
 
   for (int i = 0; i < this->getBarrels(); i++){
-    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
-    this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 1.0, ANIM_LINEAR, ANIM_NULL);
-    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.4, ANIM_LINEAR, ANIM_NULL);
-
-    this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
-    this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.0, ANIM_LINEAR, ANIM_NULL);
-    this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.4, ANIM_LINEAR, ANIM_NULL);
+    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL);
+    this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL);
+    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.55, ANIM_LINEAR, ANIM_NULL);
+
+    this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL);
+    this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL);
+    this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.25, ANIM_LINEAR, ANIM_NULL);
   }
 
Index: branches/playability/src/world_entities/weapons/light_blaster.cc
===================================================================
--- branches/playability/src/world_entities/weapons/light_blaster.cc	(revision 10158)
+++ branches/playability/src/world_entities/weapons/light_blaster.cc	(revision 10159)
@@ -103,6 +103,6 @@
 
   for (int i = 0; i < this->getBarrels(); i++){
-    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(0, 0, 0), 0.05, ANIM_NULL, ANIM_LINEAR);
-    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(120, 0, 0), 0.0, ANIM_NULL, ANIM_LINEAR);
+    this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(0.0, 0.0, 0.0), 0.04, ANIM_NULL, ANIM_LINEAR);
+    this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(M_2_PI/3.0, 0.0, 0.0), 0.01, ANIM_NULL, ANIM_LINEAR);
   }
 
