First commit, step 4 completed
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local HousingBlueprintUI =
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{
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Name = "HousingBlueprintUI",
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Type = "System",
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Namespace = "C_HousingBlueprint",
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Environment = "All",
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Functions =
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{
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{
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Name = "CanExportRoom",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Returns true if the specific room is allowed to be exported" },
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Arguments =
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{
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{ Name = "roomGUID", Type = "WOWGUID", Nilable = false },
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},
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Returns =
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{
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{ Name = "canExport", Type = "bool", Nilable = false },
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},
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},
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{
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Name = "CanExportTypeFromCurrentLocation",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Returns true if the player's current location is a valid place to attempt to export a specific kind of blueprint" },
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Arguments =
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{
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{ Name = "type", Type = "HousingBlueprintType", Nilable = false },
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},
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Returns =
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{
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{ Name = "locationValid", Type = "bool", Nilable = false },
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},
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},
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{
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Name = "CanImportTypeFromCurrentLocation",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Returns true if the player's current location is a valid place to attempt to import a specific kind of blueprint" },
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Arguments =
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{
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{ Name = "type", Type = "HousingBlueprintType", Nilable = false },
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},
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Returns =
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{
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{ Name = "locationValid", Type = "bool", Nilable = false },
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},
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},
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{
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Name = "DeleteBlueprint",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Delete the specified owned blueprint; Listen for HousingBlueprintDeleteSuccess and HousingBlueprintDeleteFailure for results" },
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Arguments =
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{
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{ Name = "blueprintID", Type = "BigUInteger", Nilable = false },
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},
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},
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{
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Name = "ExportBlueprint",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Saves out a new Blueprint of the specified type, using the specified name, if available, based on where the player is currently standing (see GetExportAvailability); Listen for HousingBlueprintExportSuccess and HousingBlueprintExportFailure for results" },
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Arguments =
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{
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{ Name = "type", Type = "HousingBlueprintType", Nilable = false },
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{ Name = "name", Type = "cstring", Nilable = false },
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},
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},
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{
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Name = "ExportRoomBlueprint",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Saves out a new Blueprint of the specified room, using the specified name, if available (see GetExportAvailability); Listen for HousingBlueprintExportSuccess and HousingBlueprintExportFailure for results" },
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Arguments =
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{
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{ Name = "name", Type = "cstring", Nilable = false },
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{ Name = "roomGUID", Type = "WOWGUID", Nilable = false },
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},
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},
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{
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Name = "GetBlueprintHyperlink",
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Type = "Function",
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MayReturnNothing = true,
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SecretArguments = "AllowedWhenUntainted",
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Arguments =
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{
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{ Name = "blueprintShareCode", Type = "cstring", Nilable = false },
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},
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Returns =
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{
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{ Name = "hyperLink", Type = "string", Nilable = false },
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},
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},
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{
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Name = "GetBlueprintTypeForCode",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Returns what type of Blueprint the specified code is for; Will return HousingBlueprintType.None if code is invalid; Does NOT check whether the shareCode actually matches up to a real valid Blueprint" },
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Arguments =
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{
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{ Name = "shareCode", Type = "cstring", Nilable = false },
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},
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Returns =
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{
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{ Name = "type", Type = "HousingBlueprintType", Nilable = false },
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},
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},
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{
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Name = "GetExportAvailability",
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Type = "Function",
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Documentation = { "Returns success if the player can currently export Blueprints, or a specific error type (ex: invalid location or permissions)" },
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Returns =
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{
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{ Name = "availability", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "GetFeatureAvailability",
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Type = "Function",
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Documentation = { "Returns success if Blueprints as a feature is currently enabled and available" },
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Returns =
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{
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{ Name = "blueprintsAvailability", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "GetImportAvailability",
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Type = "Function",
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Documentation = { "Returns success if the player can currently import Blueprints, or a specific error type (ex: invalid location or permissions)" },
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Returns =
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{
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{ Name = "availability", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "ImportBlueprint",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Imports the specified blueprint, if available (see GetImportAvailability and CanImportTypeFromCurrentLocation); Listen for HousingBlueprintImportSuccess and HousingBlueprintImportFailure for results" },
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Arguments =
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{
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{ Name = "shareCode", Type = "cstring", Nilable = false },
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},
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},
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{
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Name = "IsShareCodeValid",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Returns true if the string matches the valid expected format for a Blueprint Share Code; Does NOT check whether the shareCode actually matches up to a real valid Blueprint" },
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Arguments =
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{
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{ Name = "shareCode", Type = "cstring", Nilable = false },
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},
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Returns =
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{
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{ Name = "isValid", Type = "bool", Nilable = false },
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},
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},
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{
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Name = "RenameBlueprint",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Rename the specified owned blueprint to the specified name; Listen for HousingBlueprintRenameSuccess and HousingBlueprintRenameFailure for results" },
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Arguments =
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{
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{ Name = "blueprintID", Type = "BigUInteger", Nilable = false },
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{ Name = "newName", Type = "cstring", Nilable = false },
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},
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},
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{
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Name = "RequestBlueprintCollection",
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Type = "Function",
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Documentation = { "Request the full list of all of the player's Blueprints; This is async, either the HOUSING_BLUEPRINT_COLLECTION_RECEIVED or HOUSING_BLUEPRINT_COLLECTION_FAILURE event will eventually be fired as a result" },
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},
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{
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Name = "RequestBlueprintContents",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Request the full contents of a specific Blueprint, in context of the current owned plot or house (if any); This is async as content info includes dynamic data from the server, either the HOUSING_BLUEPRINT_CONTENTS_RECEIVED or HOUSING_BLUEPRINT_CONTENTS_FAILURE event will eventually be fired as a result; Calling this again before a prior request has finished will cancel the prior request" },
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Arguments =
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{
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{ Name = "shareCode", Type = "cstring", Nilable = false },
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},
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},
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{
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Name = "RequestBlueprintContentsForContext",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Request the full contents of a specific Blueprint, either in context of a specific owned House or plot, or explicitly outside of any specific context; Typically used to update missing requirement info from previously-retrieved contents; See RequestBlueprintContents for other notes" },
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Arguments =
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{
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{ Name = "shareCode", Type = "cstring", Nilable = false },
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{ Name = "optionalHouseGUID", Type = "WOWGUID", Nilable = true },
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},
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},
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{
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Name = "StartImportRoomBlueprint",
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Type = "Function",
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SecretArguments = "AllowedWhenUntainted",
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Documentation = { "Start the process of importing a Room Blueprint. This will lead to Layout Mode being opened, so the player can then select an available door to attach the room to" },
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Arguments =
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{
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{ Name = "shareCode", Type = "cstring", Nilable = false },
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},
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},
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{
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Name = "UpdateBlueprintStringFromInput",
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Type = "Function",
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MayReturnNothing = true,
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SecretArguments = "AllowedWhenUntainted",
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Arguments =
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{
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{ Name = "inputShareCode", Type = "cstring", Nilable = false },
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},
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Returns =
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{
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{ Name = "updatedShareCode", Type = "string", Nilable = false },
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},
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},
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},
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Events =
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{
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{
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Name = "HousingBlueprintCollectionFailure",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_COLLECTION_FAILURE",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "result", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintCollectionReceived",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_COLLECTION_RECEIVED",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "collection", Type = "HousingBlueprintCollection", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintContentsFailure",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_CONTENTS_FAILURE",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "blueprintShareCode", Type = "string", Nilable = false },
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{ Name = "result", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintContentsReceived",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_CONTENTS_RECEIVED",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "contentInfo", Type = "HousingBlueprintContentInfo", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintDeleteFailure",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_DELETE_FAILURE",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "blueprintID", Type = "BigUInteger", Nilable = false },
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{ Name = "result", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintDeleteSuccess",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_DELETE_SUCCESS",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "blueprintID", Type = "BigUInteger", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintExportFailure",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_EXPORT_FAILURE",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "result", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintExportSuccess",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_EXPORT_SUCCESS",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "blueprintShareCode", Type = "string", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintImportFailure",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_IMPORT_FAILURE",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "result", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintImportStarted",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_IMPORT_STARTED",
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SynchronousEvent = true,
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},
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{
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Name = "HousingBlueprintImportSuccess",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_IMPORT_SUCCESS",
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SynchronousEvent = true,
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},
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{
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Name = "HousingBlueprintRenameFailure",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_RENAME_FAILURE",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "blueprintID", Type = "BigUInteger", Nilable = false },
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{ Name = "result", Type = "HousingResult", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintRenameSuccess",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINT_RENAME_SUCCESS",
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SynchronousEvent = true,
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Payload =
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{
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{ Name = "blueprintID", Type = "BigUInteger", Nilable = false },
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{ Name = "name", Type = "string", Nilable = false },
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},
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},
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{
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Name = "HousingBlueprintsAvailabilityChanged",
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Type = "Event",
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LiteralName = "HOUSING_BLUEPRINTS_AVAILABILITY_CHANGED",
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SynchronousEvent = true,
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},
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},
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Tables =
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{
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},
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Predicates =
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{
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},
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};
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APIDocumentation:AddDocumentationTable(HousingBlueprintUI);
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