[up_sect_firsta_abakan]
;Отдача(1)-10%
;------------
cost		      		= 700
value					= -10

cam_dispersion              = -0.07		;0.5
cam_dispersion_inc         	= -0.03		;0.5
cam_step_angle_horz        	= -0.07		;1.5 [0.73 в остатке]

zoom_cam_dispersion         = -0.09		;0.5 [0.093 в остатке]
zoom_cam_dispersion_inc     = -0.045		;0.5
zoom_cam_step_angle_horz    = -0.09 	;1.0 [0.505 в остатке]

[up_sect_firstc_abakan]
;Надежность(2)15%
;---------------
cost		      		= 1050
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	=	-0.0000375	;	0.00025	;->	0.0002125
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00001875	;	0.000125	;->	0.00010625
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.000555	;	0.0037	;->	0.003145
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.0075	;	0.05	;->	0.0425



[up_sect_firste_abakan]
;Скорострельность(3)25%
;----------------------
cost		      		= 1300
value					= +25

rpm                     = +125 ;650


[up_sect_firstf_abakan]
;Отдача(3)-30%
;------------
cost		      		= 1300
value					= -30

cam_dispersion              = -0.3		;0.1
cam_dispersion_inc         	= -0.1		;0.6
cam_step_angle_horz        	= -0.15		;0.6

zoom_cam_dispersion          = -0.27	;0.1
zoom_cam_dispersion_inc      = -0.11	;0.5
zoom_cam_step_angle_horz     = -0.16	;0.5

[up_sect_secona_abakan]
;Настильность(1)10%
;------------------
cost		      		= 700
value					= +10
bullet_speed			= +50 ;550
fire_dispersion_base    = -0.01 

[up_sect_seconc_abakan]
;Точность(2)20%
;---------------
cost		      		= 1050
value					= +20

fire_dispersion_base    = -0.06 ;0.07
fire_dispersion_condition_factor    = -1 ;15

[up_sect_second_abakan]
;Скорострельность(2)15%
;----------------------
cost		      		= 1050
value					= +15

rpm                     = +90 ;650


[up_sect_secone_abakan]
;Настильность(3)30%
;------------------
cost		      		= 1300
value					= +30

bullet_speed			= +90 ;550
fire_dispersion_base    = -0.03 

[up_sect_thirda_abakan]
;Надежность(1)10%
;---------------
cost		      		= 700
value					= +10

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	-1	;	8	;->	7
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	0	;	0.0002125	;->	0.0002125
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	0	;	0.00010625	;->	0.00010625
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	-0.00037	;	0.003145	;->	0.002775
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	-0.005	;	0.0425	;->	0.0375



[up_sect_thirdc_abakan]
;Настильность(2)20%
;------------------
cost		      		= 1050
value					= +20
bullet_speed			= +70 ;550
fire_dispersion_base    = -0.02 

[up_sect_thirdd_abakan]
;Отдача(2)-20%
;------------
cost	      	     	= 1050
value					= -20

cam_dispersion              = -0.16		;0.1
cam_dispersion_inc         	= -0.07		;0.6
cam_step_angle_horz        	= -0.11		;0.6

zoom_cam_dispersion          = -0.18	;0.1
zoom_cam_dispersion_inc      = -0.08	;0.5
zoom_cam_step_angle_horz     = -0.13	;0.5


[up_sect_thirde_abakan]
;Точность(3)30%
cost		      		= 1300
value					= +30
fire_dispersion_base    = -0.09 ;0.07
fire_dispersion_condition_factor    = -1 ;15

[up_sect_fourta_abakan]
;Вес
;------------------
cost		      		= 700
value              		= -1

inv_weight              = -1 ;3.6

crosshair_inertion		   = -0.5
 
PDM_disp_base 				= -0.05 ;0.5
PDM_disp_vel_factor 		= -0.1 ;1.5
PDM_disp_accel_factor 		= -0.1 ;1.5

[up_sect_fourtc_abakan]
;Удобство(2)15%
;--------------
cost		      		= 1050
value					= +15

crosshair_inertion		   = -0.5
 
PDM_disp_base 				= -0.1 ;0.5
PDM_disp_vel_factor 		= -0.33 ;1.5
PDM_disp_accel_factor 		= -0.33 ;1.5

[up_sect_fourte_abakan]
;Удобство(3)25%
;--------------
cost		      		= 1300
value					= +25
 
crosshair_inertion		   = -0.7
 
PDM_disp_base 				= -0.12 ;0.5
PDM_disp_vel_factor 		= -0.42 ;1.5
PDM_disp_accel_factor 		= -0.42 ;1.5


[up_sect_fourtf_abakan]
;Настильность(3)30%
;------------------
cost		      		= 1300
value					= +30
bullet_speed			= +90 ;550
fire_dispersion_base    = -0.03 

[up_sect_fiftha_abakan]
;Крепление подствольника
;------------------
cost		      		= 2700
;value					= +30
grenade_launcher_status    = 2
grenade_launcher_name   = wpn_addon_grenade_launcher
grenade_launcher_x      = 126
grenade_launcher_y      = 24

[up_firsta_abakan]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_abakan
section                 = up_sect_firsta_abakan
property                = prop_recoil

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = {+tets_info_1}

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_a1_name
description             = st_up_auto_a1_descr
icon                    = ui_inGame2_upgrade_AS96_2_1

[up_firstc_abakan]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_abakan
section                 = up_sect_firstc_abakan
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_AS96_2_2

[up_firste_abakan]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_abakan
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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_auto_c3_name
description             = st_up_auto_c3_descr
icon                    = ui_inGame2_upgrade_AS96_2_3

[up_firstf_abakan]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firstf_abakan
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_auto_c2_name
description             = st_up_auto_c2_descr
icon                    = ui_inGame2_upgrade_AS96_2_4

[up_secona_abakan]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_abakan
section                 = up_sect_secona_abakan
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_ret_a1_name
description             = st_up_ret_a1_descr
icon                    = ui_inGame2_upgrade_AS96_2_5

[up_seconc_abakan]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_seconef_abakan
section                 = up_sect_seconc_abakan
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_ret_b3_name
description             = st_up_ret_b3_descr
icon                    = ui_inGame2_upgrade_AS96_2_6

[up_second_abakan]
scheme_index            = 1, 2
known                   = 1
effects                 = up_gr_seconef_abakan
section                 = up_sect_second_abakan
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_ret_b2_name
description             = st_up_ret_b2_descr
icon                    = ui_inGame2_upgrade_AS96_2_7


[up_secone_abakan]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_secone_abakan
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_ret_c1_name
description             = st_up_ret_c1_descr
icon                    = ui_inGame2_upgrade_AS96_2_8

[up_thirda_abakan]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_abakan
section                 = up_sect_thirda_abakan
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_zat_a1_name
description             = st_up_zat_a1_descr
icon                    = ui_inGame2_upgrade_AS96_2_9

[up_thirdc_abakan]
scheme_index            = 1, 3
known                   = 1
effects                 = up_gr_thirdef_abakan
section                 = up_sect_thirdc_abakan
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_AS96_2_10


[up_thirdd_abakan]
scheme_index            = 1, 4
known                   = 1
effects                 = up_gr_thirdef_abakan
section                 = up_sect_thirdd_abakan
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_zat_b2_name
description             = st_up_zat_b2_descr
icon                    = ui_inGame2_upgrade_AS96_2_11

[up_thirde_abakan]
scheme_index            = 2, 3
known                   = 1
effects                 =
section                 = up_sect_thirde_abakan
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_AS96_2_12

[up_fourta_abakan]
scheme_index            = 0, 3
effects                 = up_gr_fourtcd_abakan
section                 = up_sect_fourta_abakan
property                = prop_weight

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_stk_a1_name
description             = st_up_stk_a1_descr
icon                    = ui_inGame2_upgrade_AS96_2_13

[up_fourtc_abakan]
scheme_index            = 1, 5
effects                 = up_gr_fourtef_abakan
section                 = up_sect_fourtc_abakan
property                = prop_inertion

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_stk_b2_name
description             = st_up_stk_b2_descr
icon                    = ui_inGame2_upgrade_AS96_2_14

[up_fourte_abakan]
scheme_index            = 2, 4
effects                 =
section                 = up_sect_fourte_abakan
property                = prop_inertion

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_stk_c3_name
description             = st_up_stk_c3_descr
icon                    = ui_inGame2_upgrade_AS96_2_15

[up_fourtf_abakan]
scheme_index            = 2, 5
effects                 =
section                 = up_sect_fourtf_abakan
property                = prop_bullet_speed

known                   = 1

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = true

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_c2_name
description             = st_up_stk_c2_descr
icon                    = ui_inGame2_upgrade_AS96_2_16

[up_fiftha_abakan]
scheme_index            = 0, 4
effects                 =
section                 = up_sect_fiftha_abakan
property                = prop_underbarrel_slot

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_add_a3_name
description             = st_up_add_a3_descr
icon                    = ui_inGame2_upgrade_AS96_2_17



[up_gr_firstab_abakan]
elements                = up_firsta_abakan

[up_gr_firstcd_abakan]
elements                = up_firstc_abakan

[up_gr_firstef_abakan]
elements                = up_firste_abakan, up_firstf_abakan

[up_gr_seconab_abakan]
elements                = up_secona_abakan

[up_gr_seconcd_abakan]
elements                = up_seconc_abakan, up_second_abakan

[up_gr_seconef_abakan]
elements                = up_secone_abakan

[up_gr_thirdab_abakan]
elements                = up_thirda_abakan

[up_gr_thirdcd_abakan]
elements                = up_thirdc_abakan, up_thirdd_abakan

[up_gr_thirdef_abakan]
elements                = up_thirde_abakan

[up_gr_fourtab_abakan]
elements                = up_fourta_abakan

[up_gr_fourtcd_abakan]
elements                = up_fourtc_abakan

[up_gr_fourtef_abakan]
elements                = up_fourte_abakan, up_fourtf_abakan

[up_gr_fifthab_abakan]
elements                = up_fiftha_abakan

