[up_sect_firsta_fn2000]
;Надежность(1)10%
;---------------
cost		      		= 9000
value					= +10

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.001
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.016 ;0.03

[up_sect_firstc_fn2000]
;Надежность(2)15%
;---------------
cost		      		= 12000
value					= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.0001 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.0001 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.016 ;0.03

[up_sect_firstd_fn2000]
;Настильность(2)20%
;------------------
cost		      		= 12000
value					= +20

bullet_speed            = +75
fire_dispersion_base	= -0.01

[up_sect_firste_fn2000]
;Удобство(3)25%
;--------------
cost		      		= 12500
value					= +25

crosshair_inertion		   = -2
 
PDM_disp_base 				= -0.2 ;0.5
PDM_disp_vel_factor 		= -0.75 ;1.5
PDM_disp_accel_factor 		= -0.75 ;1.5

[up_sect_firstf_fn2000]
;Точность(3)30%
;---------------
cost		      		= 12500
value					= +30

fire_dispersion_base	= -0.04 ;0.7
fire_dispersion_condition_factor    = -1 ;15

[up_sect_secona_fn2000]
;Настильность(1)10%
;------------------
cost		      		= 8500
value					= +10

bullet_speed            = +50

[up_sect_seconc_fn2000]
;Настильность(2)20%
;------------------
cost		      		= 9800
value					= +20

bullet_speed            = +75
fire_dispersion_base	= -0.01

[up_sect_second_fn2000]
;Скорострельность(2)15%
;----------------------
cost		      		= 8000
value					= +15

rpm          = +85

[up_sect_secone_fn2000]
;Точность(3)30%
;---------------
cost		      		= 13500
value					= +30

fire_dispersion_base	= -0.04 ;0.7
fire_dispersion_condition_factor    = -1 ;15

[up_sect_seconf_fn2000]
;Отдача(3)-30%
;------------
cost		      		= 15000
value					= -30

cam_dispersion              = -0.14		;0.5
cam_dispersion_inc         	= -0.07		;0.5
cam_step_angle_horz        	= -0.65		;1.5 [0.73 в остатке]

zoom_cam_dispersion         = -0.14		;0.5 [0.093 в остатке]
zoom_cam_dispersion_inc     = -0.08		;0.5
zoom_cam_step_angle_horz    = -0.55 	;1.0 [0.505 в остатке]

[up_sect_thirda_fn2000]
;Отдача(1)-10%
;------------
cost		      		= 9200
value					= -10

cam_dispersion              = -0.09		;0.5
cam_dispersion_inc         	= -0.04		;0.5
cam_step_angle_horz        	= -0.35		;1.5 [0.73 в остатке]

zoom_cam_dispersion         = -0.09		;0.5 [0.093 в остатке]
zoom_cam_dispersion_inc     = -0.05		;0.5
zoom_cam_step_angle_horz    = -0.28 	;1.0 [0.505 в остатке]

[up_sect_thirdc_fn2000]
;Надежность(2)15%
;---------------
cost		      		= 12000
value					= +10

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.0001 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.0001 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.016 ;0.03

[up_sect_thirdd_fn2000]
;Точность(2)20%
;---------------
cost		      		= 12000
value					= +20

fire_dispersion_base	= -0.02 ;0.7
fire_dispersion_condition_factor    = -1 ;15

[up_sect_thirde_fn2000]
;Скорострельность(3)25%
;----------------------
cost		      		= 12500
value					= +30

rpm          = +135

[up_sect_thirdf_fn2000]
;Настильность(3)30%
;------------------
cost		      		= 12500
value					= +30

bullet_speed            = +100
fire_dispersion_base    = -0.01

[up_sect_fourta_fn2000]
cost		      		= 10800

scope_zoom_factor       = -10   

[up_sect_fourtc_fn2000]
cost		      		= 12000

scope_nightvision = scope_contrast


[up_sect_fourte_fn2000]
cost		      		= 25000

scope_alive_detector = scope_detector

[up_sect_fourtf_fn2000]
cost		      		= 15100

scope_dynamic_zoom = on


[up_firsta_fn2000]
scheme_index            = 0, 0
known                   = 1
effects                 = 
section                 = up_sect_firsta_fn2000
property                = prop_reliability

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = on_weapon_upgrade_something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_auto_a2_name
description             = st_up_auto_a2_descr
icon                    = ui_inGame2_upgrade_FT200M_1

;;...
[up_firstc_fn2000]
scheme_index            = 1, 0
known                   = 1
effects                 = 
section                 = up_sect_firstc_fn2000
property                = prop_reliability

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_auto_b1_name
description             = st_up_auto_b1_descr
icon                    = ui_inGame2_upgrade_FT200M_2

[up_firstd_fn2000]
scheme_index            = 1, 1
known                   = 1
effects                 = 
section                 = up_sect_firstd_fn2000
property                = prop_bullet_speed


precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_auto_b2_name
description             = st_up_auto_b2_descr
icon                    = ui_inGame2_upgrade_FT200M_3

[up_firste_fn2000]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_fn2000
property                = prop_inertion

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_auto_c6_name
description             = st_up_auto_c6_descr
icon                    = ui_inGame2_upgrade_FT200M_4


[up_firstf_fn2000]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firstf_fn2000
property                = prop_dispersion

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_auto_c5_name
description             = st_up_auto_c5_descr
icon                    = ui_inGame2_upgrade_FT200M_5

[up_secona_fn2000]
scheme_index            = 0, 1
known                   = 1
effects                 = 
section                 = up_sect_secona_fn2000
property                = prop_bullet_speed

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here_h

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zat_a2_name
description             = st_up_zat_a2_descr
icon                    = ui_inGame2_upgrade_FT200M_6

[up_seconc_fn2000]
scheme_index            = 1, 2
known                   = 1
effects                 = 
section                 = up_sect_seconc_fn2000
property                = prop_bullet_speed

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zat_b5_name
description             = st_up_zat_b5_descr
icon                    = ui_inGame2_upgrade_FT200M_7

[up_second_fn2000]
scheme_index            = 1, 3
known                   = 1
effects                 = 
section                 = up_sect_second_fn2000
property                = prop_rpm

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zat_b6_name
description             = st_up_zat_b6_descr
icon                    = ui_inGame2_upgrade_FT200M_8

[up_secone_fn2000]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_secone_fn2000
property                = prop_dispersion

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           =
name                    = st_up_zat_c5_name
description             = st_up_zat_c5_descr
icon                    = ui_inGame2_upgrade_FT200M_9

[up_seconf_fn2000]
scheme_index            = 2, 3
effects                 =
section                 = up_sect_seconf_fn2000
property                = prop_recoil

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zat_c1_name
description             = st_up_zat_c1_descr
icon                    = ui_inGame2_upgrade_FT200M_10

[up_thirda_fn2000]
scheme_index            = 0, 2
effects                 = 
section                 = up_sect_thirda_fn2000
property                = prop_recoil

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_ret_a3_name
description             = st_up_ret_a3_descr
icon                    = ui_inGame2_upgrade_FT200M_11

[up_thirdc_fn2000]
scheme_index            = 1, 4
effects                 = 
section                 = up_sect_thirdc_fn2000
property                = prop_reliability

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_ret_b1_name
description             = st_up_ret_b1_descr
icon                    = ui_inGame2_upgrade_FT200M_12


[up_thirdd_fn2000]
scheme_index            = 1, 5
effects                 = 
section                 = up_sect_thirdd_fn2000
property                = prop_dispersion

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_ret_b3_name
description             = st_up_ret_b3_descr
icon                    = ui_inGame2_upgrade_FT200M_13


[up_thirde_fn2000]
scheme_index            = 2, 4
effects                 =
section                 = up_sect_thirde_fn2000
property                = prop_rpm

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_ret_c3_name
description             = st_up_ret_c3_descr
icon                    = ui_inGame2_upgrade_FT200M_14

[up_thirdf_fn2000]
scheme_index            = 2, 5
effects                 =
section                 = up_sect_thirdf_fn2000
property                = prop_bullet_speed

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_ret_c1_name
description             = st_up_ret_c1_descr
icon                    = ui_inGame2_upgrade_FT200M_15

[up_fourta_fn2000]
scheme_index            = 0, 3
effects                 = 
section                 = up_sect_fourta_fn2000
property                = prop_scope_4x

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_opt_a2_name
description             = st_up_opt_a2_descr
icon                    = ui_inGame2_upgrade_FT200M_16

[up_fourtc_fn2000]
scheme_index            = 1, 6
effects                 = 
section                 = up_sect_fourtc_fn2000
property                = prop_contrast

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_opt_b1_name
description             = st_up_opt_b1_descr
icon                    = ui_inGame2_upgrade_FT200M_17


[up_fourte_fn2000]
scheme_index            = 2, 6
effects                 =
section                 = up_sect_fourte_fn2000
property                = prop_autolockscope

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_opt_c1_name
description             = st_up_opt_c1_descr
icon                    = ui_inGame2_upgrade_FT200M_18

[up_fourtf_fn2000]
scheme_index            = 2, 7
effects                 =
section                 = up_sect_fourtf_fn2000
property                = prop_scope

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_opt_c3_name
description             = st_up_opt_c3_descr
icon                    = ui_inGame2_upgrade_FT200M_19

;[up_fiftha_fn2000]
;scheme_index            = 0, 4
;effects                 =
;section                 = up_sect_fiftha_fn2000
;property                = prop_dispersion
;
;known                   = 1
;
;precondition_functor    = inventory_upgrades.precondition_functor_a
;precondition_parameter  = a & b
;
;effect_functor          = inventory_upgrades.effect_functor_a
;effect_parameter        = something_here
;
;prereq_functor          = inventory_upgrades.prereq_functor_a
;prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
;prereq_params           = up_fiftha_fn2000
;name                    = st_upg_electro_accur
;description             = st_upg_electro_accur_descr
;icon                    = ui_wp_upgrade_33

[up_sect_change_components_fn2000]
cost 		           = 36000
condition_queue_shot_dec   = -0.0001
condition_shot_dec         = -0.0001
misfire_start_prob	   = -0.0015
misfire_end_prob	   = -0.02
fire_dispersion_base       = -0.02
fire_dispersion_condition_factor = -1
rpm                        = +80
bullet_speed		   = +100
ammo_mag_size	           = +10

[up_change_components_fn2000]
scheme_index            = 2, 8
effects                 =
section                 = up_sect_change_components_fn2000
property                = prop_mod_weapon
known                   = 1
precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b
effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_change_components_name
description             = st_up_change_components_descr
icon                    = ui_mod_up_instant_weapon

[up_gr_change_components_fn2000]
elements                = up_change_components_fn2000

[up_gr_firstab_fn2000]
elements                = up_firsta_fn2000
[up_gr_firstc_fn2000]
elements                = up_firstc_fn2000
[up_gr_firstd_fn2000]
elements                = up_firstd_fn2000
[up_gr_firste_fn2000]
elements                = up_firste_fn2000
[up_gr_firstf_fn2000]
elements                = up_firstf_fn2000
[up_gr_seconab_fn2000]
elements                = up_secona_fn2000
[up_gr_seconc_fn2000]
elements                = up_seconc_fn2000
[up_gr_second_fn2000]
elements                = up_second_fn2000
[up_gr_secone_fn2000]
elements                = up_secone_fn2000
[up_gr_seconf_fn2000]
elements                = up_seconf_fn2000
[up_gr_thirdab_fn2000]
elements                = up_thirda_fn2000
[up_gr_thirdc_fn2000]
elements                = up_thirdc_fn2000
[up_gr_thirdd_fn2000]
elements                = up_thirdd_fn2000
[up_gr_thirde_fn2000]
elements                = up_thirde_fn2000
[up_gr_thirdf_fn2000]
elements                = up_thirdf_fn2000
[up_gr_fourtab_fn2000]
elements                = up_fourta_fn2000
[up_gr_fourtcd_fn2000]
elements                = up_fourtc_fn2000
[up_gr_fourte_fn2000]
elements                = up_fourte_fn2000
[up_gr_fourtf_fn2000]
elements                = up_fourtf_fn2000

