[up_sect_firsta_l85]
;Надежность(1)10%
;---------------
cost		      		= 600
value					= +10

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-1	;	11	;->	10
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	0	;	0.0002	;->	0.0002
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	0	;	0.000125	;->	0.000125
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.0006	;	0.006	;->	0.0054
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.0077	;	0.077	;->	0.0693


[up_sect_firstc_l85]
;Удобство(2)15%
;--------------
cost		      		= 900
value					= +15
 
crosshair_inertion		   = -0.5
 
PDM_disp_base 				= -0.1 ;0.5
PDM_disp_vel_factor 		= -0.4 ;1.5
PDM_disp_accel_factor 		= -0.4 ;1.5

[up_sect_firste_l85]
;Надежность(3)25%
;---------------
cost		      		= 1200
value					= +25

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-1	;	10	;->	9
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00005	;	0.0002	;->	0.00015
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00003125	;	0.000125	;->	0.00009375
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.0015	;	0.0054	;->	0.0039
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.01925	;	0.0693	;->	0.05005


[up_sect_firstf_l85]
;Настильность(3)30%
;------------------
cost		      		= 1200
value					= +30
bullet_speed			= +100 ;580
fire_dispersion_base    = -0.03 

[up_sect_secona_l85]
;Точность(1)10%
cost		      		= 600
value					= +10
fire_dispersion_base    = -0.06 ;0.07
fire_dispersion_condition_factor    = -1 ;15

[up_sect_seconc_l85]
;Удобство(2)15%
;--------------
cost		      		= 900
value					= +15
 
crosshair_inertion		   = -0.5
 
PDM_disp_base 				= -0.1 ;0.5
PDM_disp_vel_factor 		= -0.4 ;1.5
PDM_disp_accel_factor 		= -0.4 ;1.5

[up_sect_second_l85]
;Надежность(2)15%
;---------------
cost		      		= 900
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	=	-0.00003	;	0.00015	;->	0.00012
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00001875	;	0.00009375	;->	0.000075
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.0009	;	0.0039	;->	0.003
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.01155	;	0.05005	;->	0.0385


[up_sect_secone_l85]
;Надежность(3)25%
;---------------
cost		      		= 1200
value					= +25

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-1	;	8	;->	7
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00005	;	0.00012	;->	0.00007
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00003125	;	0.000075	;->	0.00004375
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.0015	;	0.003	;->	0.0015
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.01925	;	0.0385	;->	0.01925


[up_sect_thirda_l85]
;Настильность(1)10%
;------------------
cost		      		= 600
value					= +10
bullet_speed			= +60   ;580
fire_dispersion_base    = -0.01
 
[up_sect_thirdc_l85]
;Отдача(2)-20%
;------------
cost	      	     	= 900
value					= -20

cam_dispersion              = -0.22		;0.5
cam_dispersion_inc         	= -0.12		;0.5
cam_step_angle_horz        	= -0.6		;1.5 [0.73 в остатке]

zoom_cam_dispersion         = -0.23		;0.5 [0.093 в остатке]
zoom_cam_dispersion_inc     = -0.14		;0.5
zoom_cam_step_angle_horz    = -0.75 	;1.0 [0.505 в остатке]

cam_relax_speed            	= -1 

[up_sect_thirde_l85]
;Настильность(3)30%
;------------------
cost		      		= 1200
value					= +30

bullet_speed			= +100 ;580
fire_dispersion_base    = -0.03 

[up_sect_thirdf_l85]
;Точность(3)30%
cost		      		= 1200
value					= +30

fire_dispersion_base    = -0.08 ;0.07
fire_dispersion_condition_factor    = -1 ;15

[up_sect_fourta_l85]
cost		      		= 1000

scope_zoom_factor       = -15    

[up_sect_fourtc_l85]
cost		      		= 1500

scope_nightvision = scope_contrast

[up_sect_fourte_l85]
cost		      		= 3000

scope_dynamic_zoom = on


[up_sect_fiftha_l85]
;Глушитель
;----------
cost		      		= 800
;value					= +30
silencer_status			= 2
silencer_name  			= wpn_addon_silencer
silencer_x 				= 216	
silencer_y 				= 10	
;snd_silncer_shot        = weapons\w_ak74_shot1
snd_silncer_shot        = weapons\l85\l85_shot_sil

[up_sect_fifthc_l85]
;Смена калибра
;-------------
cost		      		= 2500
value					= "5.45x39"
ammo_class           	= ammo_5.45x39_fmj, ammo_5.45x39_ap

;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0001 	;0.0002
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0001 	;0.000125
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.0005	;0.006
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.005 	;0.077

[up_firsta_l85]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_l85
section                 = up_sect_firsta_l85
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_stk_a2_name
description             = st_up_stk_a2_descr
icon                    = ui_inGame2_upgrade_IL86_1

;;...
[up_firstc_l85]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_l85
section                 = up_sect_firstc_l85
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_stk_b2_name
description             = st_up_stk_b2_descr
icon                    = ui_inGame2_upgrade_IL86_2

[up_firste_l85]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_l85
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_stk_c1_name
description             = st_up_stk_c1_descr
icon                    = ui_inGame2_upgrade_IL86_3

[up_firstf_l85]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firstf_l85
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_stk_c2_name
description             = st_up_stk_c2_descr
icon                    = ui_inGame2_upgrade_IL86_4

[up_secona_l85]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_l85
section                 = up_sect_secona_l85
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_usm_a2_name
description             = st_up_usm_a2_descr
icon                    = ui_inGame2_upgrade_IL86_5

[up_seconc_l85]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_seconef_l85
section                 = up_sect_seconc_l85
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_usm_b3_name
description             = st_up_usm_b3_descr
icon                    = ui_inGame2_upgrade_IL86_6

[up_second_l85]
scheme_index            = 1, 2
known                   = 1
effects                 = up_gr_seconef_l85
section                 = up_sect_second_l85
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_usm_b1_name
description             = st_up_usm_b1_descr
icon                    = ui_inGame2_upgrade_IL86_7

[up_secone_l85]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_secone_l85
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_h

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_usm_c1_name
description             = st_up_usm_c1_descr
icon                    = ui_inGame2_upgrade_IL86_8

[up_thirda_l85]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_l85
section                 = up_sect_thirda_l85
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_bar_a1_name
description             = st_up_bar_a1_descr
icon                    = ui_inGame2_upgrade_IL86_9

[up_thirdc_l85]
scheme_index            = 1, 3
known                   = 1
effects                 = up_gr_thirdef_l85
section                 = up_sect_thirdc_l85
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_bar_b1_name
description             = st_up_bar_b1_descr
icon                    = ui_inGame2_upgrade_IL86_10


[up_thirde_l85]
scheme_index            = 2, 3
known                   = 1
effects                 =
section                 = up_sect_thirde_l85
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_bar_c1_name
description             = st_up_bar_c1_descr
icon                    = ui_inGame2_upgrade_IL86_11

[up_thirdf_l85]
scheme_index            = 2, 4
known                   = 1
effects                 =
section                 = up_sect_thirdf_l85
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_bar_c3_name
description             = st_up_bar_c3_descr
icon                    = ui_inGame2_upgrade_IL86_12

[up_fourta_l85]
scheme_index            = 0, 3
known                   = 1
effects                 =
section                 = up_sect_fourta_l85
property                = prop_scope_4x

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_IL86_13

[up_fourtc_l85]
scheme_index            = 1, 4
known                   = 1
effects                 = 
section                 = up_sect_fourtc_l85
property                = prop_contrast 

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_IL86_14

[up_fourte_l85]
scheme_index            = 2, 5
known                   = 1
effects                 =
section                 = up_sect_fourte_l85
property                = prop_scope

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_IL86_15

[up_fiftha_l85]
scheme_index            = 0, 4
known                   = 1
effects                 = 
section                 = up_sect_fiftha_l85
property                = prop_silencer

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_add_a1_name
description             = st_up_add_a1_descr
icon                    = ui_inGame2_upgrade_IL86_16


[up_fifthc_l85]
scheme_index            = 1, 5
known                   = 1
effects                 =
section                 = up_sect_fifthc_l85
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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_add_b1_name
description             = st_up_add_b1_descr
icon                    = ui_inGame2_upgrade_IL86_17


[up_gr_firstab_l85]
elements                = up_firsta_l85

[up_gr_firstcd_l85]
elements                = up_firstc_l85

[up_gr_firstef_l85]
elements                = up_firste_l85, up_firstf_l85

[up_gr_seconab_l85]
elements                = up_secona_l85

[up_gr_seconcd_l85]
elements                = up_seconc_l85, up_second_l85

[up_gr_seconef_l85]
elements                = up_secone_l85

[up_gr_thirdab_l85]
elements                = up_thirda_l85

[up_gr_thirdcd_l85]
elements                = up_thirdc_l85

[up_gr_thirdef_l85]
elements                = up_thirde_l85, up_thirdf_l85

[up_gr_fourtab_l85]
elements                = up_fourta_l85

[up_gr_fourtcd_l85]
elements                = up_fourtc_l85

[up_gr_fourtef_l85]
elements                = up_fourte_l85

[up_gr_fifthab_l85]
elements                = up_fiftha_l85

[up_gr_fifthcd_l85]
elements                = up_fifthc_l85