The melee weapons now have their Y-Offsets matched to the originals. The X-Offsets still need to be figured out, but it shouldn't be too difficult.
Akiko's fireballs now use up 1 hit point like they do in the original. They also has the trailing effects associated with them along with the small explosion puff sprites that appear when they hit something.
I've also put in the bullet based puff sprites for the hitscan based weapons.
The Makenhoff Plasma 4 now has animations and it's plasma ball now deals explosion radius damage. Same thing for the Gleck Fz425.
I forgot to show the Arasako RP-2, Dynacorp Python, & Dragonfire Launcher's animations but they're also implemented.