# the game's own call pattern (C3DAnimated / C3DGrannyObj): open, lock 0x3b once, textures, then per
# frame AdvanceTime and a 0x11 lock; animation switches with blend times; a prop attached by bone name
model M jimmybase.grn
seq S M
render S 0x3b
textures 100
render S 0x3b
model G gun.grn
seq GS G
textures 200
render GS 0x3b
boneindex S Bip01~R~Hand
attach GS 0 S Bip01~R~Hand
anim I jimmyidle.grn
anim R jimmyfullrungun.grn
anim J jimmyjumpgun.grn
add C1 S I
param C1 2 1
param C1 3 9999
param C1 6 0
param C1 8 0
advance 0.033333
render S 0x11
render GS 0x11
advancen 20 0.033333
render S 0x11
render GS 0x11
add C2 S R
param C2 2 1
param C2 3 9999
param C2 6 0.2
param C2 8 0.2
release C1
advancen 3 0.033333
render S 0x11
render GS 0x11
advancen 30 0.033333
render S 0x11
render GS 0x11
add C3 S J
param C3 2 1
param C3 3 1
param C3 6 0.1
param C3 8 0.1
release C2
advancen 10 0.033333
render S 0x11
render GS 0x11
expired C3
advancen 40 0.033333
expired C3
render S 0x11
render GS 0x11
bones S
bones GS
detach GS
advance 0.033333
render GS 0x11
closeseq GS
closemodel G
closeseq S
closeanim I
closeanim R
closeanim J
closemodel M
close
