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;
        };
    };
};