[up_sect_firsta_spas12]
;Надежность(1)10%
;---------------
cost		      		= 650
value					= +10

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	0	;	2.5	;->	2.5
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00035	;	0.0035	;->	0.00315
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.0003	;	0.003	;->	0.0027
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	0	;	0	;->	0
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	0	;	0	;->	0


[up_sect_firstc_spas12]
;Настильность(2)20%
;------------------
cost		      		= 900
value					= +20

bullet_speed            = +80
hit_impulse      		= +20
fire_dispersion_base	= -0.02

[up_sect_firstd_spas12]
;Надежность(2)15%
;---------------
cost		      		= 900
value					= +15

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	0	;	2.5	;->	2.5
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.000525	;	0.00315	;->	0.002625
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00045	;	0.0027	;->	0.00225
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	0	;	0	;->	0
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	0	;	0	;->	0


[up_sect_firste_spas12]
;Точность(3)30%
;---------------
cost		      		= 1150
value					= +30

fire_dispersion_base	= -0.07
fire_dispersion_condition_factor	= -0.02

[up_sect_firstf_spas12]
;Скорострельность(3)25%
;----------------------
cost		      		= 1150
value					= +25

rpm                     = +35

[up_sect_secona_spas12]
;Уменьшение веса
;---------------
cost		      		= 650
value					= -1.4

inv_weight = -1.4
crosshair_inertion			= -0.5

PDM_disp_vel_factor 		= -0.2
PDM_disp_accel_factor 		= -0.2

[up_sect_seconc_spas12]
;Удобство(2)15%
;--------------
cost		      		= 900
value					= +15

crosshair_inertion			= -1.5

PDM_disp_base 				= -0.1
PDM_disp_vel_factor 		= -0.5
PDM_disp_accel_factor 		= -0.5

[up_sect_second_spas12]
;Отдача(2)-20%
;------------
cost		      		= 900
value					= -20


cam_dispersion              = -1.25			;0.7
cam_dispersion_inc         	= -0.5			;0.7
cam_step_angle_horz        	= -1.25			;0.7

zoom_cam_dispersion          = -1.25		;0.6
zoom_cam_dispersion_inc      = -0.5		;0.6
zoom_cam_step_angle_horz     = -1.25		;0.6


[up_sect_thirda_spas12]
;Надежность(1)10%
;---------------
cost		      		= 650
value					= +10

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	0	;	2.5	;->	2.5
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00035	;	0.002625	;->	0.002275
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.0003	;	0.00225	;->	0.00195
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	0	;	0	;->	0
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	0	;	0	;->	0


[up_sect_thirdc_spas12]
;Точность(2)20%
;---------------
cost		      		= 900
value					= +20

fire_dispersion_base	= -0.05
fire_dispersion_base	= -0.01

[up_sect_thirdd_spas12]
;Скорострельность(2)15%
;----------------------
cost		      		= 900
value					= +25

rpm                     = +25

[up_sect_thirde_spas12]
;Надежность(3)30%
;---------------
cost		      		= 1150
value					= +30

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	0	;	2.5	;->	2.5
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00105	;	0.002275	;->	0.001225
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.0009	;	0.00195	;->	0.00105
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	0	;	0	;->	0
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	0	;	0	;->	0


[up_sect_thirdf_spas12]
;Отдача(3)-30%
;------------
cost		      		= 1150
value					= -20

cam_dispersion              = -1.75		;0.7
cam_dispersion_inc         	= -0.75		;0.7
cam_step_angle_horz        	= -1.75		;0.7

zoom_cam_dispersion          = -2.25		;0.6
zoom_cam_dispersion_inc      = -0.75		;0.6
zoom_cam_step_angle_horz     = -2.25		;0.6


[up_sect_fourta_spas12]
;Расширенный объем магазина
;----------------------
cost		      		= 1500
value					= +2

ammo_mag_size		 		= 2

[up_firsta_spas12]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_spas12
section                 = up_sect_firsta_spas12
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_bard_a1_name
description             = st_up_bard_a1_descr
icon                    = ui_inGame2_upgrade_SPSA14_1

[up_firstc_spas12]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_spas12
section                 = up_sect_firstc_spas12
property                = prop_bullet_speed

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_bard_b5_name
description             = st_up_bard_b5_descr
icon                    = ui_inGame2_upgrade_SPSA14_2


[up_firstd_spas12]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_firstef_spas12
section                 = up_sect_firstd_spas12
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_bard_b6_name
description             = st_up_bard_b6_descr
icon                    = ui_inGame2_upgrade_SPSA14_3


[up_firste_spas12]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_spas12
property                = prop_dispersion

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_bard_c3_name
description             = st_up_bard_c3_descr
icon                    = ui_inGame2_upgrade_SPSA14_4

[up_firstf_spas12]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firste_spas12
property                = prop_rpm

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_bard_c4_name
description             = st_up_bard_c4_descr
icon                    = ui_inGame2_upgrade_SPSA14_5

[up_secona_spas12]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_spas12
section                 = up_sect_secona_spas12
property                = prop_weight

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_stvd_a3_name
description             = st_up_stvd_a3_descr
icon                    = ui_inGame2_upgrade_SPSA14_6

[up_seconc_spas12]
scheme_index            = 1, 2
known                   = 1
effects                 =
section                 = up_sect_seconc_spas12
property                = prop_inertion

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_stvd_b2_name
description             = st_up_stvd_b2_descr
icon                    = ui_inGame2_upgrade_SPSA14_7


[up_second_spas12]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_second_spas12
property                = prop_recoil

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_stvd_b3_name
description             = st_up_stvd_b3_descr
icon                    = ui_inGame2_upgrade_SPSA14_8


[up_thirda_spas12]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_spas12
section                 = up_sect_thirda_spas12
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_autd_a2_name
description             = st_up_autd_a2_descr
icon                    = ui_inGame2_upgrade_SPSA14_9


[up_thirdc_spas12]
scheme_index            = 1, 4
known                   = 1
effects                 = up_gr_thirdef_spas12
section                 = up_sect_thirdc_spas12
property                = prop_dispersion

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_autd_b2_name
description             = st_up_autd_b2_descr
icon                    = ui_inGame2_upgrade_SPSA14_10



[up_thirdd_spas12]
scheme_index            = 1, 5
known                   = 1
effects                 = up_gr_thirdef_spas12
section                 = up_sect_thirdd_spas12
property                = prop_rpm

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_autd_b3_name
description             = st_up_autd_b3_descr
icon                    = ui_inGame2_upgrade_SPSA14_11

[up_thirde_spas12]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_thirde_spas12
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_autd_c1_name
description             = st_up_autd_c1_descr
icon                    = ui_inGame2_upgrade_SPSA14_12

[up_thirdf_spas12]
scheme_index            = 2, 3
known                   = 1
effects                 =
section                 = up_sect_thirdf_spas12
property                = prop_recoil

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_autd_c4_name
description             = st_up_autd_c4_descr
icon                    = ui_inGame2_upgrade_SPSA14_13


[up_fourta_spas12]
scheme_index            = 0, 3
known                   = 1
effects                 =
section                 = up_sect_fourta_spas12
property                = prop_ammo_size 

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_addd_a1_name
description             = st_up_addd_a1_descr
icon                    = ui_inGame2_upgrade_SPSA14_14

[up_gr_firstab_spas12]
elements                = up_firsta_spas12

[up_gr_firstcd_spas12]
elements                = up_firstc_spas12, up_firstd_spas12

[up_gr_firstef_spas12]
elements                = up_firste_spas12, up_firstf_spas12

[up_gr_seconab_spas12]
elements                = up_secona_spas12

[up_gr_seconcd_spas12]
elements                = up_seconc_spas12, up_second_spas12

[up_gr_thirdab_spas12]
elements                = up_thirda_spas12

[up_gr_thirdcd_spas12]
elements                = up_thirdc_spas12, up_thirdd_spas12

[up_gr_thirdef_spas12]
elements                = up_thirde_spas12, up_thirdf_spas12

[up_gr_fourtab_spas12]
elements                = up_fourta_spas12