[up_sect_firsta_desert_eagle]
;Скорострельность(1)10%
;----------------------
cost		      		= 600
value					= +10

rpm						= +30

[up_sect_firstc_desert_eagle]
;Отдача(2)-20%
;------------
cost		      		= 1200
value					= -20

cam_dispersion          = -0.3		;1.2
cam_dispersion_inc		= -0.3		;1.2
cam_step_angle_horz		= -0.15 	;1.0

[up_sect_firste_desert_eagle]
;Точность(3)30%
;---------------
cost		      		= 1800
value					= +30

fire_dispersion_base	= -0.05
fire_dispersion_condition_factor    = -1

[up_sect_firstf_desert_eagle]
;Отдача(3)-30%
;------------
cost		      		= 1800
value					= -30

cam_dispersion          = -0.5		;1.2
cam_dispersion_inc		= -0.5		;1.2
cam_step_angle_horz		= -0.25 	;1.0

[up_sect_secona_desert_eagle]
;Настильность(1)10%
;------------------
cost		      		= 600
value					= +10

bullet_speed		 	= +40

[up_sect_seconc_desert_eagle]
;Надежность(2)15%
;---------------
cost		      		= 1200
value					= +15

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-2	;	12	;->	10
;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	=	-0.0015	;	0.01	;->	0.0085
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.015	;	0.1	;->	0.085



[up_sect_secone_desert_eagle]
;Скорострельность(3)25%
;----------------------
cost		      		= 1800
value					= +25

rpm						= +70

[up_sect_seconf_desert_eagle]
;Настильность(3)30%
;------------------
cost		      		= 1800
value					= +30

bullet_speed		 	= +80
fire_dispersion_base    = -0.03

[up_sect_thirda_desert_eagle]
;Вес
;------------------
cost		      		= 600
value					= -0.7

inv_weight              = -0.7

crosshair_inertion			= -0.3

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

[up_sect_thirdc_desert_eagle]
;Удобство(2)15%
;--------------
cost		      		= 1200
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_desert_eagle]
;Отдача(2)-20%
;------------
cost		      		= 1200
value					= -20

cam_dispersion          = -0.3		;1.2
cam_dispersion_inc		= -0.3		;1.2
cam_step_angle_horz		= -0.15 	;1.0

[up_sect_thirde_desert_eagle]
;Отдача(3)-30%
;------------
cost		      		= 1800
value					= -30

cam_dispersion          = -0.5		;1.2
cam_dispersion_inc		= -0.5		;1.2
cam_step_angle_horz		= -0.25 	;1.0

[up_sect_fourta_desert_eagle]
;Точность(1)10%
;---------------
cost		      		= 600
value					= +10

fire_dispersion_base	= -0.02

[up_sect_fourtc_desert_eagle]
;Надежность(2)15%
;---------------
cost		      		= 1200
value					= +15

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-2	;	10	;->	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	=	-0.0015	;	0.0085	;->	0.007
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.015	;	0.085	;->	0.07



[up_sect_fiftha_desert_eagle]
;Увеличенный объем магазина
;---------------
cost		      		= 1800
value					= +4

ammo_mag_size		 	= +4

[up_firsta_desert_eagle]
scheme_index            = 0, 0
known                   = 1
;;invented                = 1                							; 0
effects                 = up_gr_firstcd_desert_eagle
section                 = up_sect_firsta_desert_eagle
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_Black_hawk_1

;;...
[up_firstc_desert_eagle]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_desert_eagle
section                 = up_sect_firstc_desert_eagle
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

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zatp_b6_name
description             = st_up_zatp_b6_descr
icon                    = ui_inGame2_upgrade_Black_hawk_2

[up_firste_desert_eagle]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_desert_eagle
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_zatp_c4_name
description             = st_up_zatp_c4_descr
icon                    = ui_inGame2_upgrade_Black_hawk_3

[up_firstf_desert_eagle]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firstf_desert_eagle
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

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zatp_c5_name
description             = st_up_zatp_c5_descr
icon                    = ui_inGame2_upgrade_Black_hawk_4



[up_secona_desert_eagle]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_desert_eagle
section                 = up_sect_secona_desert_eagle
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_Black_hawk_5

[up_seconc_desert_eagle]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_seconef_desert_eagle
section                 = up_sect_seconc_desert_eagle
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_Black_hawk_6

[up_secone_desert_eagle]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_secone_desert_eagle
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_c1_name
description             = st_up_barp_c1_descr
icon                    = ui_inGame2_upgrade_Black_hawk_7

[up_seconf_desert_eagle]
scheme_index            = 2, 3
known                   = 1
effects                 =
section                 = up_sect_seconf_desert_eagle
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_barp_c3_name
description             = st_up_barp_c3_descr
icon                    = ui_inGame2_upgrade_Black_hawk_8


[up_thirda_desert_eagle]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_desert_eagle
section                 = up_sect_thirda_desert_eagle
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_Black_hawk_9

[up_thirdc_desert_eagle]
scheme_index            = 1, 2
known                   = 1
effects                 = up_gr_thirdef_desert_eagle
section                 = up_sect_thirdc_desert_eagle
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_b5_name
description             = st_up_stvp_b5_descr
icon                    = ui_inGame2_upgrade_Black_hawk_10

[up_thirdd_desert_eagle]
scheme_index            = 1, 3
known                   = 1
effects                 = up_gr_thirdef_desert_eagle
section                 = up_sect_thirdd_desert_eagle
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_stvp_b3_name
description             = st_up_stvp_b3_descr
icon                    = ui_inGame2_upgrade_Black_hawk_11

[up_thirde_desert_eagle]
scheme_index            = 2, 4
known                   = 1
effects                 =
section                 = up_sect_thirde_desert_eagle
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_stvp_c2_name
description             = st_up_stvp_c2_descr
icon                    = ui_inGame2_upgrade_Black_hawk_12

[up_fourta_desert_eagle]
scheme_index            = 0, 3
known                   = 1
effects                 = up_gr_fourtcd_desert_eagle
section                 = up_sect_fourta_desert_eagle
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_a1_name
description             = st_up_usmp_a1_descr
icon                    = ui_inGame2_upgrade_Black_hawk_13


[up_fourtc_desert_eagle]
scheme_index            = 1, 4
known                   = 1
effects                 =
section                 = up_sect_fourtc_desert_eagle
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_usmp_b5_name
description             = st_up_usmp_b5_descr
icon                    = ui_inGame2_upgrade_Black_hawk_14


[up_fiftha_desert_eagle]
scheme_index            = 0, 4
known                   = 1
effects                 =
section                 = up_sect_fiftha_desert_eagle
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_Black_hawk_15

[up_gr_firstab_desert_eagle]
elements                = up_firsta_desert_eagle

[up_gr_firstcd_desert_eagle]
elements                = up_firstc_desert_eagle

[up_gr_firstef_desert_eagle]
elements                = up_firste_desert_eagle, up_firstf_desert_eagle

[up_gr_seconab_desert_eagle]
elements                = up_secona_desert_eagle

[up_gr_seconcd_desert_eagle]
elements                = up_seconc_desert_eagle

[up_gr_seconef_desert_eagle]
elements                = up_secone_desert_eagle, up_seconf_desert_eagle

[up_gr_thirdab_desert_eagle]
elements                = up_thirda_desert_eagle

[up_gr_thirdcd_desert_eagle]
elements                = up_thirdc_desert_eagle, up_thirdd_desert_eagle

[up_gr_thirdef_desert_eagle]
elements                = up_thirde_desert_eagle

[up_gr_fourtab_desert_eagle]
elements                = up_fourta_desert_eagle

[up_gr_fourtcd_desert_eagle]
elements                = up_fourtc_desert_eagle

[up_gr_fifthab_desert_eagle]
elements                = up_fiftha_desert_eagle