@name 
@inputs 
@outputs Spawn
@persist Player:entity Chk:normal [Hip,Gut,Rsh,Lsh,Lew,Lwr,Rew,Rwr,Rhi,Rkn,Hea,Lhi,Lkn,Lan,Ran]:bone Bottle:entity
@trigger 
#HL2 ragdoll, 15 bone count Scruffy, alyx? 

#0=hips
#1=gut
#2=right shoulder
#3=left shoulder
#4=left elbow
#5=left wrist
#6=right elbow
#7=right wrist
#8=right hip joint
#9=right knee
#10=head 
#11=left hip joint
#12=left knee
#13=left ankle
#14=right ankle
runOnTick(1)

if (first()) {

Target = entity():isWeldedTo()
Bones = Target:bones()

Hip = Bones:bone(0)
Gut = Bones:bone(1)
Rsh = Bones:bone(2)
Lsh = Bones:bone(3)
Lew = Bones:bone(4)
Lwr = Bones:bone(5)
Rew = Bones:bone(6)
Rwr = Bones:bone(7)
Rhi = Bones:bone(8)
Rkn = Bones:bone(9)
Hea = Bones:bone(10)
Lhi = Bones:bone(11)
Lkn = Bones:bone(12)
Lan = Bones:bone(13)
Ran = Bones:bone(14)


}

Force = vec(0,0,60)
Hea:applyForce(Force)
Lsh:applyForce(Force)
Rsh:applyForce(Force)
Gut:applyForce(Force)
Hip:applyForce(Force)
Rwr:applyForce(Force)
Lwr:applyForce(Force)
Rkn:applyForce(Force)
Lkn:applyForce(Force)



timer("Time",4000)

if (clk("Time")) {
    
    Spawn = 1
    
if (findCanQuery()) {
    
findByModel("models/props_junk/glassjug01.mdl")
    Bottle = find()
    }
    Bottle:applyForce(Rwr:up() + 800)
} else { Spawn = 0}
