
If we have full 1st person models and animations set to go (either hi frame sprite animations or a 3d model system), send them my way, and I'll work on getting them in. However, if they are hi-res replacers, then it isn't what is needed to move off the current frame offset method required for base DFU weapon sprites. There is only two ways to move off the current system because of how enchanted weapon animations work.
1. Someone produces a 60fps 2d sprite animation and I rebuild the weaponbasic script and fpsscript to handle 60 frame ticks versus the default 5fps. Probably the easiest method.
2. Someone fully models and rigs 3d first person hands and weapon and their needed animations. I can then begin rebuilding the fpsweapon and weaponbasic script from the ground up largely to use 3d animations and models.
Anything outside of this is going to cause frame skipping and cutoff issues from what I have experienced. I've had to do some pretty janky tricks to get the current set of animations to work without any major frame cutoffs or massive skipping.