//The different states
// 0: Drinkable
//1: Send a message that it is not drinkable
//2: Dont send a message or drink (Delay or else it will loop)

//Drink and heal the bumping character
IfBumped
  SetTargetToWhoeverBumped
  IfTargetIsAPlayer
    IfStateIs0
      tmpargument = 0
      SendMessageNear
      tmpargument = 1
      SetState				 //Send message its empty now
      tmpdistance = rand % 2047 + 21000
      PlaySound
      tmpargument = 0
      tmpdistance = SPAWNORIGIN
      SpawnParticle
      tmpargument = 400            //About 1.5 life blocks
      HealTarget
      tmpargument = 0	       //Empty of water
      SetContent

//Is it empty? if so send a message
IfBumped
  IfTargetIsAPlayer
    IfStateIs1
      IfTimeOut
        tmpargument = 1
        SendMessageNear
        tmpargument = 2  //Delay sending message
        SetState

IfTimeOut
  tmpargument = 100
  SetTime

  GetContent
  tmpx = tmpargument
  tmpy = 5
  IfXIsMoreThanY              //Does it have enough water?
    tmpargument = 0	      //Drinkable again
    SetState
  Else
    GetContent				//Else start refilling water
    tmpargument = tmpargument + 1
    SetContent
    tmpargument = 1      //Spit out message its empty
    SetState
     	        //
End				// Finished with this character
