/***********************************************************************/
/** Copyright © 2012-2014
/** Author : Tomek Kozera
/***********************************************************************/

class W3ImmobilizeEffect extends W3CriticalEffect
{
	default criticalStateType 		= ECST_Immobilize;
	default effectType 				= EET_Immobilized;
	default resistStat 				= CDS_ShockRes;
	default attachedHandling 		= ECH_Abort;
	default onHorseHandling 		= ECH_Abort;
	
	public function CacheSettings()
	{
		super.CacheSettings();
	
		blockedActions.PushBack(EIAB_Signs);
		blockedActions.PushBack(EIAB_DrawWeapon);
		blockedActions.PushBack(EIAB_CallHorse);
		blockedActions.PushBack(EIAB_Movement);
		blockedActions.PushBack(EIAB_Fists);
		blockedActions.PushBack(EIAB_Jump);
		blockedActions.PushBack(EIAB_RunAndSprint);
		blockedActions.PushBack(EIAB_ThrowBomb);
		blockedActions.PushBack(EIAB_Crossbow);
		blockedActions.PushBack(EIAB_UsableItem);
		blockedActions.PushBack(EIAB_Dodge);
		blockedActions.PushBack(EIAB_Roll);
		blockedActions.PushBack(EIAB_SwordAttack);
		blockedActions.PushBack(EIAB_Parry);
		blockedActions.PushBack(EIAB_Sprint);
		blockedActions.PushBack(EIAB_Explorations);
		blockedActions.PushBack(EIAB_Counter);
		blockedActions.PushBack(EIAB_LightAttacks);
		blockedActions.PushBack(EIAB_HeavyAttacks);
		blockedActions.PushBack(EIAB_SpecialAttackLight);
		blockedActions.PushBack(EIAB_SpecialAttackHeavy);
		blockedActions.PushBack(EIAB_QuickSlots);
	}
}