Housing¶
Housing saw broad changes across many namespaces; most are internal UI plumbing plus struct/enum additions. The breaking change is the IsInsideOwnHouse → IsInsideOwnedHouse rename. Highlights by namespace:
- C_HousingBlueprint (new namespace) — full blueprint-sharing system.
ImportBlueprint(shareCode: cstring),ExportBlueprint(type: HousingBlueprintType, name: cstring), plusExportRoomBlueprint,DeleteBlueprint,RenameBlueprint,IsImportAvailable/IsExportAvailable,CanImportTypeFromCurrentLocation,IsShareCodeValid,GetBlueprintHyperlink,GetBlueprintTypeForCode. - HousingBlueprintConstants (new namespace) — supporting types: enums
HousingBlueprintContentType(None, HouseType, Room, Decor, Dye, Fixture, Other) andHousingBlueprintUnmetRequirementFlags(bitfield: InsufficientBudget, MissingRoom, MissingFixture, MissingDecor, MissingDye, MismatchedExteriorFaction, HouseTypeLocked, HouseSizeLocked); structs for blueprint collections/groups/entries. - C_HousingUI —
IsInsideOwnHouserenamed toIsInsideOwnedHouse() → bool; newIsInsideOwnedHouseOrPlot,IsInsideOwnedPlot; newResetHouse(resetScope: HousingHouseScope)(restricted; clears house contents) withHOUSE_RESET_COMPLETED/HOUSE_RESET_FAILEDevents; newHouseFinderIgnoreNeighborhood. - C_HousingLayout —
GetRoomPlayerIsIn() → roomGUID: WOWGUID(may return nothing),GetBaseRoomFloor. - C_HousingDecor — decor pet-placement:
GetDecorCanAttachPet,GetDecorAssignedPetName,GetMax/SpentPetPlacementBudget,GetBothMaxPlacementBudgets,AnyDecorPlacedInRoom. - C_HousingCustomizeMode —
ApplyPetToSelectedDecor,GetSelectedDecorPetInfo. - PlayerHousingConstants — added
HousingBlueprintFlag,HousingHouseScopeenums + aHousingConststable.