The weapons in fwound/data/weapons/ have a key called "animfile". 
When it loads the weapons it also laods the animations using this key if it exists.

The names aren't hardcoded - you can create new animation sets for each weapon if you 
 need to - you just need to add 3 new anim files (idle, reload, shoot) and change the 
 animfile key in the weapon's info.


The weapon anims have 2 arms and a gun. 


All the animations are rotated relative to the user's aim - apart from reload which 
 assumes they're aiming forward at a 90 degree angle. I did this to allow us to have 
 the guy appear to be grabbing into his pockets etc. You can override this by adding
 "angledreload	1" to the weapon's txt file.


The weapon is hard coded onto the player's hand - you cannot move the right hand away from
 the trigger. The position at which he holds the gun is defined in the weapons/ folder txt files.
 The keys carryoffset (x) and heightoffset (y) determin where on the texture the player 
 should "hold".


The bulletoffset in the weapon's txt file defines how high about the default player the
 bullet should come out. If the player is holding the gun at his hip the bullet will come out
 lower.


The idle animation doubles as the run animation. When the player is not running the animation
 is paused on the first frame.


If NOLOOP is defined in the animation file, the animation will stop on the last frame.


Reload animations should try to match the length of the reload (defined in the weapons/txt).
 For things like shotgun where they load 1 bullet at a time it might be best to loop an 
 insert animation over and over again until it's done. That might require some good timing.

