func void B_CheckStolenEquipment()
{
var C_Item melee;
var C_Item ranged;
var C_Item armor;
melee = Npc_GetEquippedMeleeWeapon(other);
ranged = Npc_GetEquippedRangedWeapon(other);
armor = Npc_GetEquippedArmor(other);
if(Npc_OwnedByNpc(melee,self))
{
PrintDebugNpc(PD_ZS_Check,"...SC trдgt Nahkampf-Waffe des NSCs offen!");
self.aivar[AIV_WANTEDITEM] = Hlp_GetInstanceID(melee);
if(!Npc_HasNews(self,NEWS_DEFEAT,other,self) && (self.aivar[AIV_PCISSTRONGER] == 0))
{
PrintDebugNpc(PD_ZS_Check,"...NSC ist nicht vom SC besiegt worden & hat noch nicht danach gefragt!");
Npc_ClearAIQueue(self);
[COLOR=Green] if(C_BodyStateContains(self,BS_SIT))
{
AI_Standup(self);
};[/COLOR]
C_LookAtNpc(self,other);
AI_TurnToNPC(self,other);
AI_PointAtNpc(self,other);
B_Say(self,other,"$THATSMYWEAPON");
[COLOR=Green]AI_StopProcessInfos(self);[/COLOR]
AI_StartState(self,ZS_GetBackBelongings,1,"");
return;
};
}
else if(Npc_OwnedByNpc(ranged,self))
{
PrintDebugNpc(PD_ZS_Check,"...SC trдgt Fernkampf-Waffe des NSCs offen!");
self.aivar[AIV_WANTEDITEM] = Hlp_GetInstanceID(ranged);
if(!Npc_HasNews(self,NEWS_DEFEAT,other,self) && (self.aivar[AIV_PCISSTRONGER] == 0))
{
Npc_ClearAIQueue(self);
C_LookAtNpc(self,other);
[COLOR=Green]if(C_BodyStateContains(self,BS_SIT))
{
AI_Standup(self);
};[/COLOR]
AI_TurnToNPC(self,other);
AI_PointAtNpc(self,other);
B_Say(self,other,"$THATSMYWEAPON");
[COLOR=Green]AI_StopProcessInfos(self);[/COLOR]
AI_StartState(self,ZS_GetBackBelongings,1,"");
return;
};
};
};