This mod adds horizontal weapon swinging. By drummyfish, released under CC0 1.0,
public domain.

diff --git a/game.h b/game.h
index 991058d..e20f54b 100755
--- a/game.h
+++ b/game.h
@@ -425,6 +425,7 @@ struct
                                    for determining whether player is in the
                                    air. */
   uint16_t headBobFrame;
+  int16_t  weaponSwingPhase;
   uint8_t  weapon;                 ///< currently selected weapon
   uint8_t  health;
   uint32_t weaponCooldownFrames;   ///< frames left for weapon cooldown
@@ -1396,6 +1397,7 @@ void SFG_initPlayer()
   SFG_player.previousVerticalSpeed = 0;
 
   SFG_player.headBobFrame = 0;
+  SFG_player.weaponSwingPhase = 0;
 
   SFG_player.weapon = SFG_WEAPON_KNIFE;
 
@@ -3313,36 +3315,56 @@ void SFG_gameStepPlaying()
       RCL_min(0,SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME);
   }
 
+
 #if SFG_HEADBOB_ENABLED && !SFG_PREVIEW_MODE
   if (bobbing)
   {
     SFG_player.headBobFrame += SFG_HEADBOB_FRAME_INCREASE_PER_FRAME; 
+    SFG_player.weaponSwingPhase = 
+      (SFG_player.weaponSwingPhase + SFG_WEAPON_SWING_SPEED / SFG_FPS)
+      % RCL_UNITS_PER_SQUARE;
   }
-  else if (SFG_player.headBobFrame != 0)
+  else
   {
-    // smoothly stop bobbing
+    if ((SFG_player.weaponSwingPhase % (RCL_UNITS_PER_SQUARE / 4)) == 0)
+      SFG_player.weaponSwingPhase = 0;
+    else
+    {
+#define SMOOTHING 8
+      SFG_player.weaponSwingPhase += (SFG_player.weaponSwingPhase /
+        (RCL_UNITS_PER_SQUARE / 4) % 2) ? SMOOTHING : (-1 * SMOOTHING);
+
+      SFG_player.weaponSwingPhase = (SFG_player.weaponSwingPhase / SMOOTHING)
+        * SMOOTHING;
+#undef SMOOTHING
+    }
 
-    uint8_t quadrant = (SFG_player.headBobFrame % RCL_UNITS_PER_SQUARE) /
-      (RCL_UNITS_PER_SQUARE / 4);
+    if (SFG_player.headBobFrame != 0)
+    {
+      // smoothly stop bobbing
+
+      uint8_t quadrant = (SFG_player.headBobFrame % RCL_UNITS_PER_SQUARE) /
+        (RCL_UNITS_PER_SQUARE / 4);
+
+      /* When in quadrant in which sin is going away from zero, switch to the
+         same value of the next quadrant, so that bobbing starts to go towards
+         zero immediately. */
 
-    /* When in quadrant in which sin is going away from zero, switch to the
-       same value of the next quadrant, so that bobbing starts to go towards
-       zero immediately. */
+      if (quadrant % 2 == 0)
+        SFG_player.headBobFrame =
+          ((quadrant + 1) * RCL_UNITS_PER_SQUARE / 4) +
+          (RCL_UNITS_PER_SQUARE / 4 - SFG_player.headBobFrame %
+          (RCL_UNITS_PER_SQUARE / 4));
 
-    if (quadrant % 2 == 0)
+      RCL_Unit currentFrame = SFG_player.headBobFrame;
+      RCL_Unit nextFrame = SFG_player.headBobFrame + 16;
+
+      // only stop bobbing when we pass a frame at which sin crosses zero
       SFG_player.headBobFrame =
-        ((quadrant + 1) * RCL_UNITS_PER_SQUARE / 4) +
-        (RCL_UNITS_PER_SQUARE / 4 - SFG_player.headBobFrame %
-        (RCL_UNITS_PER_SQUARE / 4));
-
-    RCL_Unit currentFrame = SFG_player.headBobFrame;
-    RCL_Unit nextFrame = SFG_player.headBobFrame + 16;
-
-    // only stop bobbing when we pass a frame at which sin crosses zero
-    SFG_player.headBobFrame =
-      (currentFrame / (RCL_UNITS_PER_SQUARE / 2) ==
-       nextFrame / (RCL_UNITS_PER_SQUARE / 2)) ?
-       nextFrame : 0;
+        (currentFrame / (RCL_UNITS_PER_SQUARE / 2) ==
+         nextFrame / (RCL_UNITS_PER_SQUARE / 2)) ?
+         nextFrame : 0;
+    }
   }
 #endif
 
@@ -4374,7 +4396,7 @@ void SFG_drawIndicationBorder(uint16_t width, uint8_t color)
 /**
   Draws the player weapon, includes handling the shoot animation.
 */
-void SFG_drawWeapon(int16_t bobOffset)
+void SFG_drawWeapon(int16_t bobOffset, uint16_t swingPhase)
 {
   uint32_t animationLength =
     RCL_max(SFG_MIN_WEAPON_COOLDOWN_FRAMES,
@@ -4387,6 +4409,9 @@ void SFG_drawWeapon(int16_t bobOffset)
      
   uint8_t fireType = SFG_GET_WEAPON_FIRE_TYPE(SFG_player.weapon);
 
+  uint16_t posX = SFG_WEAPON_IMAGE_POSITION_X + (RCL_sin(swingPhase) * 
+    (SFG_GAME_RESOLUTION_X / SFG_WEAPON_SWING_WIDTH)) / RCL_UNITS_PER_SQUARE;
+
   if (shotAnimationFrame < animationLength)
   {
     if (fireType == SFG_WEAPON_FIRE_TYPE_MELEE)
@@ -4405,7 +4430,7 @@ void SFG_drawWeapon(int16_t bobOffset)
          (fireType == SFG_WEAPON_FIRE_TYPE_BULLET)) &&
         shotAnimationFrame < animationLength / 2)
         SFG_blitImage(SFG_effectSprites,
-          SFG_WEAPON_IMAGE_POSITION_X,
+          posX,
           SFG_WEAPON_IMAGE_POSITION_Y -
             (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset,
           SFG_WEAPON_IMAGE_SCALE);
@@ -4413,7 +4438,7 @@ void SFG_drawWeapon(int16_t bobOffset)
   }
 
   SFG_blitImage(SFG_weaponImages + SFG_player.weapon * SFG_TEXTURE_STORE_SIZE,
-  SFG_WEAPON_IMAGE_POSITION_X,
+  posX,
   SFG_WEAPON_IMAGE_POSITION_Y + bobOffset - 1,
   SFG_WEAPON_IMAGE_SCALE);
 }
@@ -4871,7 +4896,7 @@ void SFG_draw()
 #endif // head bob enabled?
 
 #if SFG_PREVIEW_MODE == 0
-    SFG_drawWeapon(weaponBobOffset);
+    SFG_drawWeapon(weaponBobOffset,SFG_player.weaponSwingPhase);
 #endif
 
     // draw HUD:
diff --git a/settings.h b/settings.h
index a0d8c1f..80b5a0c 100644
--- a/settings.h
+++ b/settings.h
@@ -430,6 +430,20 @@
   #define SFG_ARDUINO 0
 #endif
 
+/**
+  How wide should weapon swinging be, in fractions of horizontal resolution.
+*/
+#ifndef SFG_WEAPON_SWING_WIDTH
+  #define SFG_WEAPON_SWING_WIDTH 16
+#endif
+
+/**
+  Speed of weapon swinging, in phase increase per second (1024 = full phase).
+*/
+#ifndef SFG_WEAPON_SWING_SPEED
+  #define SFG_WEAPON_SWING_SPEED 512
+#endif
+
 /**
   Whether levels background (in distance or transparent wall textures) should
   be drawn. If turned off, the background will be constant color, which can 
