--
--Cages for urban
--

--a garage cage with car and small sandbag fortification
PREFABS.Cage_dem_garage_ambush1 =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP01"

  engine = "zdoom"

  prob   = 700

  theme  = "urban"
  env    = "outdoor"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep   = 16
  over   = -16

  x_fit = "frame"
  y_fit = "frame"

  tex_BRICK9 = { BRICK1=50, BRICK10=50, BRICK11=50,
    BRICK2=50, BRICK3=50, BRICK4=50,
    BRICK6=50, BRICK7=50, BRICK8=50,
    BIGBRIK1=50, BIGBRIK2=50, STONE2=50,
    STONE3=50, BRICK12=50, BRICK5=50,
    BRONZE1=50, BROWN1=50, BROWN96=50,
    BROWNGRN=50, CEMENT7=50, CEMENT9=50
  }

}

PREFABS.Cage_dem_garage_ambush1CBL =
{
  template = "Cage_dem_garage_ambush1"

  flat_FLAT5_3 = "CEIL4_2"

  tex_REDWALL = "COMPBLUE"
}

PREFABS.Cage_dem_garage_ambush1CBR =
{
  template = "Cage_dem_garage_ambush1"

  flat_FLAT5_3 = "CEIL5_2"

  tex_REDWALL = "BROWN144"
}

--a garage cage with a big truck
PREFABS.Cage_dem_garage_ambush2 =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP02"

  engine = "zdoom"

  prob   = 700

  theme  = "urban"
  env    = "outdoor"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep   = 16
  over   = -16

  x_fit = "frame"
  y_fit  = "frame"

  tex_BRICK9 = { BRICK1=50, BRICK10=50, BRICK11=50,
    BRICK2=50, BRICK3=50, BRICK4=50,
    BRICK6=50, BRICK7=50, BRICK8=50,
    BIGBRIK1=50, BIGBRIK2=50, STONE2=50,
    STONE3=50, BRICK12=50, BRICK5=50,
    BRONZE1=50, BROWN1=50, BROWN96=50,
    BROWNGRN=50, CEMENT7=50, CEMENT9=50
  }

}

--a grocery store with a horde of enemies inside
PREFABS.Cage_dem_store_ambush =
{
  file  = "cage/dem_cages.wad"
  map   = "MAP03"

  engine = "zdoom"

  theme = "urban"
  env   = "outdoor"
  prob  = 1000

  where  = "seeds"
  shape  = "U"
  seed_w = 3
  seed_h = 2

  deep = 16
  over = -16

  x_fit = "frame"
  y_fit  = "frame"

  can_flip = true

  tex_BRICK9 = {
    BRICK1=50, BRICK10=50, BRICK11=50,
    BRICK2=50, BRICK3=50, BRICK4=50,
    BRICK6=50, BRICK7=50, BRICK8=50,
    STONE2=50, STUCCO=50, STUCCO1=50,
    STUCCO3=50, TANROCK2=50, TANROCK3=50,
    SHAWN2=50
  }

  thing_59 =
  {
  hang_twitching = 50
  hang_torso = 50
  hang_leg   = 50
  hang_leg_gone = 50
  }

  thing_62 =
  {
  hang_twitching = 50
  hang_torso = 50
  hang_leg   = 50
  hang_leg_gone = 50
  }

  thing_12 =
  {
  hang_twitching = 50
  hang_torso = 50
  hang_leg   = 50
  hang_leg_gone = 50
  }
}

--
--Cages for outdoor
--

--a concrete bunker
PREFABS.Cage_dem_bunker_ambush1 =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP04"

  engine = "zdoom"

  game = "doom2"

  prob   = 700

  theme  = "!hell"

  env = "park"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep   = 16
  over   = -16

  bound_z1 = 0
  bound_z2 = 128

  x_fit = "frame"
  y_fit  = "frame"
  z_fit = { 56,64 }

  texture_pack = "armaetus"


  thing_3004 =
  {
    nothing = 20
    zombie = 50
    shooter = 30
    imp = 50
    gunner = 20
  }

}



PREFABS.Cage_dem_bunker_ambush2 =
{
  template = "Cage_dem_bunker_ambush1"

  map = "MAP05"
  env    = "cave"
}

PREFABS.Cage_dem_bunker_ambush3 =
{
  template = "Cage_dem_bunker_ambush1"

  map = "MAP06"
  env = "nature"
  group = "natural_walls"
}

----upper ledge ambush----


PREFABS.Cage_dem_ledge_ambush1 =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP07"

  prob   = 700

  theme  = "!hell"

  env = "park"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 1

  deep   = 16
  over   = -16

  bound_z1 = 0
  bound_z2 = 128

  x_fit = "frame"
  z_fit = "top"

}

PREFABS.Cage_dem_ledge_ambush2 =
{
  template = "Cage_dem_ledge_ambush1"

  map = "MAP08"
  env    = "cave"


  x_fit = "frame"
  z_fit = { 16,24 }

}

PREFABS.Cage_dem_ledge_ambush3 =
{
  template = "Cage_dem_ledge_ambush1"

  map = "MAP09"
  env = "nature"
  group = "natural_walls"


  x_fit = "frame"
  z_fit = { 18,26 }
}

PREFABS.Cage_dem_ledge_ambush4 =
{
  template = "Cage_dem_ledge_ambush1"

  map = "MAP17"
  env = "park"

  bound_z1 = 0
  bound_z2 = 184

}

PREFABS.Cage_dem_ledge_ambush5 =
{
  template = "Cage_dem_ledge_ambush1"

  map = "MAP18"
  env = "park"

  bound_z1 = 0
  bound_z2 = 232

}

---- natural shrine getting corrupted by demon ----

PREFABS.Cage_dem_shrineC =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP10"

  engine = "zdoom"

  prob   = 700

  theme  = "!hell"

  env = "cave"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep   = 16
  over   = -16

  bound_z1 = 0
  bound_z2 = 128

  z_fit = { 56,64 }

  texture_pack = "armaetus"

}

PREFABS.Cage_dem_shrineN =
{
  template = "Cage_dem_shrineC"

  map = "MAP11"
  env = "nature"
  group = "natural_walls"


}

---- Ruins with enemies hidden inside ----

PREFABS.Cage_dem_ruinsN1amb =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP12"

  engine = "zdoom"

  prob   = 100

  env = "nature"

  group = "natural_walls"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep = 16
  over = -16

  bound_z1 = 0
  bound_z2 = 144

  x_fit = "stretch"
  z_fit = { 84,92 }

  texture_pack = "armaetus"

}

PREFABS.Cage_dem_ruinsN2amb =
{
  template  = "Cage_dem_ruinsN1amb"
  map    = "MAP13"
}

PREFABS.Cage_dem_ruinsC1amb =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP14"

  engine = "zdoom"

  prob   = 100

  env = "cave"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep = 16
  over = -16

  bound_z1 = 0
  bound_z2 = 128

  x_fit = "stretch"
  z_fit = { 84,92 }

  texture_pack = "armaetus"

}

PREFABS.Cage_dem_ruinsC2amd =
{
  template  = "Cage_dem_ruinsC1amb"
  map    = "MAP15"
}


----Natural corner with old cabin that have enemies inside----

PREFABS.Cage_dem_cabinamb =
{
  file   = "cage/dem_cages.wad"
  map    = "MAP16"

  engine = "zdoom"

  theme = "!hell"

  prob   = 100

  env = "nature"

  group = "natural_walls"

  where  = "seeds"
  shape  = "U"

  seed_w = 3
  seed_h = 2

  deep = 16
  over = -16

  bound_z1 = 0
  bound_z2 = 128

  z_fit = { 99,104 }

  texture_pack = "armaetus"

  thing_10 =
  {
    gibs = 50
    gibbed_player = 50
    pool_brains = 50
    dead_player = 50
    dead_zombie = 50
    dead_shooter = 50
    dead_imp = 50
  }

}
