[up_sect_firsta_awm]
;5x zoom
;------------
cost		      		= 2000

scope_zoom_factor       = -10  

[up_sect_firstc_awm]
;High Contrast Scope
;------------
cost		      		= 3000

scope_nightvision = scope_contrast


[up_sect_firste_awm]
;Dynamic Zoom
;------------
cost		      		= 7000

scope_dynamic_zoom = on

[up_sect_firstf_awm]
;RPM Increase
;----------------------
cost		      		= 2200
value					= +25

rpm						= +35

[up_sect_secona_awm]
;Ammo Increase +5
cost		      		= 1500
value					= +5
ammo_mag_size        	= +5 

[up_sect_seconc_awm]
;Nightvision Scope
;------------
cost		      		= 5000

scope_nightvision = scope_nightvision

[up_sect_second_awm]
;Reliability Increase
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_svu
section                 = up_sect_firstc_svu
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_auts_b3_name
description             = st_up_auts_b3_descr
icon                    = ui_inGame2_upgrade_SVUmk2_2

[up_sect_thirdc_awm]
;Удобство(2)15%
;--------------
cost		      		= 1800
value					= +15

crosshair_inertion			= -1

PDM_disp_base 				= -0.5
PDM_disp_vel_factor 		= -1.2
PDM_disp_accel_factor 		= -1.2


[up_sect_thirde_awm]
;Отдача(3)-30%
;------------
cost		      		= 2200
value					= -30

zoom_cam_dispersion         = -0.25		;1.8
zoom_cam_dispersion_inc     = -0.25		;1.8
zoom_cam_step_angle_horz    = -0.1		;0.25
zoom_cam_relax_speed        = +0.05



[up_sect_fourta_awm]
;Тепловизор
;------------
cost		      		= 14000

scope_alive_detector = scope_detector

[up_firsta_awm]
scheme_index            = 0, 0
known                   = 1
effects                 = 
section                 = up_sect_firsta_awm
property                = prop_inertion

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_auts_a1_name
description             = st_up_auts_a1_descr
icon                    = ui_inGame2_upgrade_svdm2_1

[up_firstc_awm]
scheme_index            = 1, 0
known                   = 1
effects                 = 
section                 = up_sect_firstc_awm
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_auts_b1_name
description             = st_up_auts_b1_descr
icon                    = ui_inGame2_upgrade_svdm2_2

[up_firste_awm]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_awm
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_auts_c1_name
description             = st_up_auts_c1_descr
icon                    = ui_inGame2_upgrade_svdm2_4

[up_firstf_awm]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firstf_awm
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_auts_c3_name
description             = st_up_auts_c3_descr
icon                    = ui_inGame2_upgrade_SVUmk2_4


[up_secona_awm]
scheme_index            = 0, 1
known                   = 1
effects                 = 
section                 = up_sect_secona_awm
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_stvs_a1_name
description             = st_up_stvs_a1_descr
icon                    = ui_inGame2_upgrade_svdm2_6

[up_seconc_awm]
scheme_index            = 1, 2
known                   = 1
effects                 = 
section                 = up_sect_seconc_awm
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_stvs_b1_name
description             = st_up_stvs_b1_descr
icon                    = ui_inGame2_upgrade_svdm2_7

[up_second_awm]
scheme_index            = 1, 3
known                   = 1
effects                 = 
section                 = up_sect_second_awm
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_stvs_b2_name
description             = st_up_stvs_b2_descr
icon                    = ui_inGame2_upgrade_svdm2_8


[up_thirdc_awm]
scheme_index            = 1, 4
known                   = 1
effects                 = 
section                 = up_sect_thirdc_awm
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_pris_b1_name
description             = st_up_pris_b1_descr
icon                    = ui_inGame2_upgrade_svdm2_11

[up_thirde_awm]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_thirde_awm
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_pris_c1_name
description             = st_up_pris_c1_descr
icon                    = ui_inGame2_upgrade_svdm2_12

[up_fourta_awm]
scheme_index            = 0, 3
known                   = 1
effects                 = 
section                 = up_sect_fourta_awm
property                = prop_scope_6x

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_opt_a4_name
description             = st_up_opt_a4_descr
icon                    = ui_inGame2_upgrade_awmm2_13


[up_gr_firstac_awm]
elements                = up_firsta_awm, up_firstc_awm

[up_gr_firstef_awm]
elements                = up_firste_awm, up_firstf_awm

[up_gr_seconac_awm]
elements                = up_secona_awm, up_seconc_awm

[up_gr_second_awm]
elements                = up_second_awm

[up_gr_thirdc_awm]
elements                = up_thirdc_awm

[up_gr_thirde_awm]
elements                = up_thirde_awm

[up_gr_fourta_awm]
elements                = up_fourta_awm