cCritterArmedPlayerFirstPerson:

	Changed the base class of the cCritterArmedPlayerFirstPerson to cCritter3DPlayer because that is what we need to do in order for it 	work with in the cGame3D. Also added another constructor so that the base class handles all the biota service requests. I also 	overloaded the shoot method so that it uses the cartridge, it's a little weird how it was done originally so if something seems weird 	about that method just ask me.

cCritterBulletBouncingGrenade:
	I played around with class a little bit  just adding neccessary data members needed for what we are going to do, I haven't tested it yet 	but if you observe the general structure of the class that is how I would imagine it to work. Also removed the cForceBlast data 	member since it seems that THE ONLY TIME WE SHOULD USE A FORCE IS IF IT IS PERMENANT, where the explosion created by the 	grenade should only have a temporary affect.

cCritterCartridge:
	Added a couple of methods that may be useful in the future. Also changed the implementation to handle the weird implementation 	that the player uses in order to fire a bullet. This just entails returning a very basic bullet instead of NULL if the cartridge is empty. But 	other than that it should return the specialized bullet.

cCritterSilverBullet(DON'T GET THIS CLASSSED CONFUSED WITH THE ONE ALREADY IN THE AC FRAMEWORK):
	overrided the necessary methods in order to the silver bullet to work at the very basics I gave it the color red so that I could easily 	distinguish it, but this should be changed to silver eventually.

cForceBlast:
	Messed around with it to try to use it somehow but it seems as though it would best to scrap it since it doesn't seem that it will really 	have a purpose.

game3D:
	Changed the code to use our first person player.
Deleted the cForceBlast and cForceBounce classes as they will not be necessary for the project. Also made some simple changes to the bouncing bullet class and its subclasses.