[up_sect_firsta_assault]
cost		      		= 2800
value					= +10

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.0008
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.008 ;0.03

[up_sect_firstc_assault]
;Настильность(2)20%
;------------------
cost		      		= 3500
value					= +20
bullet_speed			= +70 ;550
fire_dispersion_base    = -0.02 


[up_sect_secona_assault]
cost		      		= 3000
value					= -10

cam_dispersion              = -0.08		;0.5
cam_dispersion_inc         	= -0.04		;0.5
cam_step_angle_horz        	= -0.2		;1.5 [0.73 в остатке]

zoom_cam_dispersion          = -0.1		;0.5 [0.093 в остатке]
zoom_cam_dispersion_inc      = -0.05		;0.5
zoom_cam_step_angle_horz     = -0.3 	;1.0 [0.505 в остатке]

[up_sect_seconc_assault]
cost		      		= 6000
value					= +10
ammo_mag_size        	= 10


[up_sect_second_assault]
cost		      		= 8000
value					= +15

rpm                     = +80 ;700



[up_sect_thirda_assault]
cost		      		= 5000
value					= -10

cam_dispersion              = -0.08		;0.5
cam_dispersion_inc         	= -0.04		;0.5
cam_step_angle_horz        	= -0.2		;1.5 [0.73 в остатке]

zoom_cam_dispersion          = -0.1		;0.5 [0.093 в остатке]
zoom_cam_dispersion_inc      = -0.05		;0.5
zoom_cam_step_angle_horz     = -0.3 	;1.0 [0.505 в остатке]



[up_sect_thirdc_assault]
cost		      		= 3800
value					= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.0001 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.0001 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.001
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.016 ;0.03



[up_firsta_assault]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_assault
section                 = up_sect_firsta_assault
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_firstc_assault]
scheme_index            = 1, 0
known                   = 1
effects                 =
section                 = up_sect_firstc_assault
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_zat_b5_name
description             = st_up_zat_b5_descr
icon                    = ui_inGame2_upgrade_AS96_2_10


[up_secona_assault]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd1_assault, up_gr_seconcd2_assault
section                 = up_sect_secona_assault
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_auto_c2_name
description             = st_up_auto_c2_descr
icon                    = ui_inGame2_upgrade_AS96_2_4

[up_seconc_assault]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_seconc_assault
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_add_a4_name
description             = st_up_add_a4_descr
icon                    = ui_inGame2_upgrade_Gadyuka_5_17


[up_second_assault]
scheme_index            = 1, 2
known                   = 1
effects                 =
section                 = up_sect_second_assault
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_ret_b2_name
description             = st_up_ret_b2_descr
icon                    = ui_inGame2_upgrade_AS96_2_7


[up_thirda_assault]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_assault
section                 = up_sect_thirda_assault
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_auto_c2_name
description             = st_up_auto_c2_descr
icon                    = ui_inGame2_upgrade_AS96_2_4


[up_thirdc_assault]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_thirdc_assault
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_auto_b1_name
description             = st_up_auto_b1_descr
icon                    = ui_inGame2_upgrade_AS96_2_2


[up_gr_firstab_assault]
elements                = up_firsta_assault

[up_gr_firstcd_assault]
elements                = up_firstc_assault

[up_gr_seconab_assault]
elements                = up_secona_assault

[up_gr_seconcd1_assault]
elements                = up_seconc_assault

[up_gr_seconcd2_assault]
elements                = up_second_assault

[up_gr_thirdab_assault]
elements                = up_thirda_assault

[up_gr_thirdcd_assault]
elements                = up_thirdc_assault
