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Housing

Housing saw broad changes across many namespaces; most are internal UI plumbing plus struct/enum additions. The breaking change is the IsInsideOwnHouseIsInsideOwnedHouse rename. Highlights by namespace:

  • C_HousingBlueprint (new namespace) — full blueprint-sharing system. ImportBlueprint(shareCode: cstring), ExportBlueprint(type: HousingBlueprintType, name: cstring), plus ExportRoomBlueprint, DeleteBlueprint, RenameBlueprint, IsImportAvailable/IsExportAvailable, CanImportTypeFromCurrentLocation, IsShareCodeValid, GetBlueprintHyperlink, GetBlueprintTypeForCode.
  • HousingBlueprintConstants (new namespace) — supporting types: enums HousingBlueprintContentType (None, HouseType, Room, Decor, Dye, Fixture, Other) and HousingBlueprintUnmetRequirementFlags (bitfield: InsufficientBudget, MissingRoom, MissingFixture, MissingDecor, MissingDye, MismatchedExteriorFaction, HouseTypeLocked, HouseSizeLocked); structs for blueprint collections/groups/entries.
  • C_HousingUIIsInsideOwnHouse renamed to IsInsideOwnedHouse() → bool; new IsInsideOwnedHouseOrPlot, IsInsideOwnedPlot; new ResetHouse(resetScope: HousingHouseScope) (restricted; clears house contents) with HOUSE_RESET_COMPLETED/HOUSE_RESET_FAILED events; new HouseFinderIgnoreNeighborhood.
  • C_HousingLayoutGetRoomPlayerIsIn() → roomGUID: WOWGUID (may return nothing), GetBaseRoomFloor.
  • C_HousingDecor — decor pet-placement: GetDecorCanAttachPet, GetDecorAssignedPetName, GetMax/SpentPetPlacementBudget, GetBothMaxPlacementBudgets, AnyDecorPlacedInRoom.
  • C_HousingCustomizeModeApplyPetToSelectedDecor, GetSelectedDecorPetInfo.
  • PlayerHousingConstants — added HousingBlueprintFlag, HousingHouseScope enums + a HousingConsts table.