//================================================================================
// CharacterViewportWindowHandle.
//================================================================================

class CharacterViewportWindowHandle extends WindowHandle
	Native;

native final function StartRotation (bool bRight);

native final function EndRotation ();

native final function StartZoom (bool bOut);

native final function EndZoom ();

native final function SetCharacterScale (float fCharacterScale);

native final function SetCharacterOffsetX (int nOffSetX);

native final function SetCharacterOffsetY (int nOffSetY);

native final function SpawnNPC ();

native final function SpawnEffect (string EffectName);

native final function SetUISound (bool IsUISound);

native final function SetCharacterOffsetZ (int nOffsetZ);

native final function SetCharacterOffset (Vector vCharacterOffset);

native final function PlayAnimation (int Index);

native final function PlayAttackAnimation (int Index);

native final function AutoAttacking (bool bAttack);

native final function ShowNPC (float Duration);

native final function HideNPC (float Duration);

native final function SetNPCInfo (int Id);

native final function SetDragRotationRate (int nRotationRate);

native final function SetCurrentRotation (int nRotation);

native final function SetCameraDistance (int nDist);

native final function SetSpawnDuration (float fDuration);

native final function SetNPCViewportData (int Id);

native final function ApplyPreviewCostumeItem (int ItemClassID);

native final function SetBackgroundTex (string BackTexName);

// Export UCharacterViewportWindowHandle::execSetWeapon(FFrame&, void* const)
native final function SetWeapon(int a_ClassID, int a_Enchanted);

// Export UCharacterViewportWindowHandle::execSetAutoCameraDistByWeapon(FFrame&, void* const)
native final function SetAutoCameraDistByWeapon(bool a_Enable);