Draw a UML diagram to show the relation between the classes cCritter , cCritterArmed , and cCritterBullet .
B
How does the cCritterArmed::update method know when to shoot a bullet, and how does it prevent you from shooting the bullets too close together?
C
What steps take place when cCritterArmed::shoot is called?
D
Why do we need a cBullet::initialize method in addition to the cBullet constructor?
E
How does cBullet::collide make use of the cBullet::isTarget method?
F
Why do bullets by default have a higher _collidepriority value than regular critters?
G
How does the cCritter::damage method avoid having a critter getting damaged two times in a row by two nearby bullets?
H
What causes a cCritterArmedRobot to keep shooting, and what controls how long it waits between shots?
I
What are the default values for the cCritterArmedPlayer fields _attitudetomotionlock and _aimtoattitudelock ? Why does the Pop Framework use these values?