[up_sect_firsta_fort]
;Скорострельность(1)10%
;----------------------
cost		      		= 250
value					= +10

rpm						= +30

[up_sect_firstc_fort]
;Настильность(2)20%
;------------------
cost		      		= 500
value					= +20

bullet_speed		 	= +50
fire_dispersion_base	= -0.01 

[up_sect_firstd_fort]
;Отдача(2)-20%
;------------
cost		      		= 500
value					= -20

cam_dispersion          = -0.3		;0.6
cam_dispersion_inc		= -0.3		;0.6
cam_step_angle_horz		= -0.35		;1.0

[up_sect_firste_fort]
;Точность(3)30%
;---------------
cost		      		= 750
value					= +30

fire_dispersion_base	= -0.05

[up_sect_secona_fort]
;Настильность(1)10%
;---------------
cost		      		= 250
value					= +10

bullet_speed		 	= +30

[up_sect_seconc_fort]
;Скорострельность(2)15%
;----------------------
cost		      		= 250
value					= +15

rpm						= +50

[up_sect_second_fort]
;Надежность(2)15%
;---------------
cost		      		= 500
value					= +15

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-1	;	10	;->	9
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.0001875	;	0.00125	;->	0.0010625
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.0001875	;	0.00125	;->	0.0010625
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.001125	;	0.0075	;->	0.006375
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.01125	;	0.075	;->	0.06375



[up_sect_thirda_fort]
;Вес
;------------------
cost		      		= 250
value					= -0.33

inv_weight             = -0.33

crosshair_inertion			= -0.3

PDM_disp_base 				= -0.05
PDM_disp_vel_factor 		= -0.15
PDM_disp_accel_factor 		= -0.15

[up_sect_thirdc_fort]
;Удобство(2)15%
;--------------
cost		      		= 500
value					= +15

crosshair_inertion			= -0.7

PDM_disp_base 				= -0.15
PDM_disp_vel_factor 		= -0.35
PDM_disp_accel_factor 		= -0.35

[up_sect_thirdd_fort]
;Надежность(2)15%
;---------------
cost		      		= 500
value					= +15

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-1	;	9	;->	8
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.0001875	;	0.0010625	;->	0.000875
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.0001875	;	0.0010625	;->	0.000875
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.001125	;	0.006375	;->	0.00525
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.01125	;	0.06375	;->	0.0525


[up_sect_fourta_fort]
;Точность(1)10%
;---------------
cost		      		= 250
value					= +10

fire_dispersion_base	= -0.02

[up_sect_fourtc_fort]
;Точность(2)20%
;---------------
cost		      		= 500
value					= +20

fire_dispersion_base	= -0.04

[up_sect_fiftha_fort]
;Увеличенный объем магазина
;---------------
cost		      		= 650
value					= +4

ammo_mag_size		 	= +4

[up_sect_fifthc_fort]
;Смена калибра на 9х19
;---------------
cost		      		= 1250
value					= "9x19"

ammo_class		 		= ammo_9x19_fmj, ammo_9x19_pbp

;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0001 	;0.00125
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0001 	;0.00125
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.0008	;0.0075
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.008 	;0.075

[up_firsta_fort]
scheme_index            = 0, 0
known                   = 1
;;invented                = 1                							; 0
effects                 = up_gr_firstcd_fort
section                 = up_sect_firsta_fort
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_zatp_a1_name
description             = st_up_zatp_a1_descr
icon                    = ui_inGame2_upgrade_Fora_12_1

;;...
[up_firstc_fort]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_fort
section                 = up_sect_firstc_fort
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

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zatp_b1_name
description             = st_up_zatp_b1_descr
icon                    = ui_inGame2_upgrade_Fora_12_2

[up_firstd_fort]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_firstef_fort
section                 = up_sect_firstd_fort
property                = prop_recoil

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_zatp_b2_name
description             = st_up_zatp_b2_descr
icon                    = ui_inGame2_upgrade_Fora_12_3

[up_firste_fort]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_fort
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_zatp_c3_name
description             = st_up_zatp_c3_descr
icon                    = ui_inGame2_upgrade_Fora_12_4



[up_secona_fort]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_fort
section                 = up_sect_secona_fort
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_barp_a1_name
description             = st_up_barp_a1_descr
icon                    = ui_inGame2_upgrade_Fora_12_5

[up_seconc_fort]
scheme_index            = 1, 2
known                   = 1
effects                 =
section                 = up_sect_seconc_fort
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_barp_b3_name
description             = st_up_barp_b3_descr
icon                    = ui_inGame2_upgrade_Fora_12_6

[up_second_fort]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_second_fort
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_barp_b1_name
description             = st_up_barp_b1_descr
icon                    = ui_inGame2_upgrade_Fora_12_7


[up_thirda_fort]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_fort
section                 = up_sect_thirda_fort
property                = prop_weight

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_stvp_b1_name
description             = st_up_stvp_b1_descr
icon                    = ui_inGame2_upgrade_Fora_12_8

[up_thirdc_fort]
scheme_index            = 1, 4
known                   = 1
effects                 =
section                 = up_sect_thirdc_fort
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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           =
name                    = st_up_stvp_b2_name
description             = st_up_stvp_b2_descr
icon                    = ui_inGame2_upgrade_Fora_12_9

[up_thirdd_fort]
scheme_index            = 1, 5
known                   = 1
effects                 =
section                 = up_sect_thirdd_fort
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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_stvp_b4_name
description             = st_up_stvp_b4_descr
icon                    = ui_inGame2_upgrade_Fora_12_10

[up_fourta_fort]
scheme_index            = 0, 3
known                   = 1
effects                 = up_gr_fourtcd_fort
section                 = up_sect_fourta_fort
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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_usmp_b1_name
description             = st_up_usmp_b1_descr
icon                    = ui_inGame2_upgrade_Fora_12_11


[up_fourtc_fort]
scheme_index            = 1, 6
known                   = 1
effects                 =
section                 = up_sect_fourtc_fort
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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_usmp_b3_name
description             = st_up_usmp_b3_descr
icon                    = ui_inGame2_upgrade_Fora_12_12


[up_fiftha_fort]
scheme_index            = 0, 4
known                   = 1
effects                 = 
section                 = up_sect_fiftha_fort
property                = prop_ammo_size 


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_add_a4_name
description             = st_up_addd_a1_descr
icon                    = ui_inGame2_upgrade_Fora_12_13

[up_fifthc_fort]
scheme_index            = 1, 7
known                   = 1
effects                 =
section                 = up_sect_fifthc_fort
property                = prop_calibre


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_add_b4_name
description             = st_up_add_b4_descr
icon                    = ui_inGame2_upgrade_Fora_12_14


[up_gr_firstab_fort]
elements                = up_firsta_fort

[up_gr_firstcd_fort]
elements                = up_firstc_fort, up_firstd_fort

[up_gr_firstef_fort]
elements                = up_firste_fort

[up_gr_seconab_fort]
elements                = up_secona_fort

[up_gr_seconcd_fort]
elements                = up_seconc_fort, up_second_fort

[up_gr_thirdab_fort]
elements                = up_thirda_fort

[up_gr_thirdcd_fort]
elements                = up_thirdc_fort, up_thirdd_fort

[up_gr_fourtab_fort]
elements                = up_fourta_fort

[up_gr_fourtcd_fort]
elements                = up_fourtc_fort

[up_gr_fifthab_fort]
elements                = up_fiftha_fort

[up_gr_fifthcd_fort]
elements                = up_fifthc_fort
