[up_sect_firsta_fn2000]
; Надежность(1)10%
; ---------------
cost								= 1500
value								= +10

fire_dispersion_condition_factor	= -1		; 15		; увеличение дисперсии в процентах при максимальном износе
misfire_start_prob					= -0.001				; шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob					= -0.016	; 0.03		; шанс осечки при изношености больше чем misfireEndCondition

[up_sect_firstc_fn2000]
; Надежность(2)15%
; ---------------
cost								= 2000
value								= +15

fire_dispersion_condition_factor	= -1		; 15		; увеличение дисперсии в процентах при максимальном износе
condition_queue_shot_dec			= -0.0001	; 0.0013	; увеличение изношености при выстреле очередью
condition_shot_dec					= -0.0001	; 0.0011	; увеличение изношености при одиночном выстреле
misfire_start_prob					= -0.002				; шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob					= -0.016	; 0.03		; шанс осечки при изношености больше чем misfireEndCondition

[up_sect_firstd_fn2000]
; Настильность(2)20%
; ------------------
cost								= 2000
value								= +20

bullet_speed						= +182
fire_dispersion_base				= -0.01

[up_sect_firste_fn2000]
; Удобство(3)25%
; --------------
cost								= 2500
value								= +25

crosshair_inertion					= -2
 
PDM_disp_base						= -0.2		; 0.5
PDM_disp_vel_factor					= -0.75		; 1.5
PDM_disp_accel_factor				= -0.75		; 1.5

[up_sect_firstf_fn2000]
; Точность(3)30%
; ---------------
cost								= 2500
value								= +30

fire_dispersion_base				= -0.04		; 0.7
fire_dispersion_condition_factor	= -1		; 15

[up_sect_secona_fn2000]
; Настильность(1)10%
; ------------------
cost								= 1500
value								= +10

bullet_speed						= +91

[up_sect_seconc_fn2000]
; Настильность(2)20%
; ------------------
cost								= 2000
value								= +20

bullet_speed						= +182
fire_dispersion_base				= -0.01

[up_sect_second_fn2000]
; Скорострельность(2)15%
; ----------------------
cost								= 2000
value								= +15

rpm									= +127

[up_sect_secone_fn2000]
; Точность(3)30%
; ---------------
cost								= 2500
value								= +30

fire_dispersion_base				= -0.04		; 0.7
fire_dispersion_condition_factor	= -1		; 15

[up_sect_seconf_fn2000]
; Отдача(3)-30%
; ------------
cost								= 2500
value								= -30

cam_dispersion						= -0.14		; 0.5
cam_dispersion_inc					= -0.07		; 0.5
cam_step_angle_horz					= -0.65		; 1.5 [0.73 в остатке]

zoom_cam_dispersion					= -0.14		; 0.5 [0.093 в остатке]
zoom_cam_dispersion_inc				= -0.08		; 0.5
zoom_cam_step_angle_horz			= -0.55		; 1.0 [0.505 в остатке]

[up_sect_thirda_fn2000]
; Отдача(1)-10%
; ------------
cost								= 1500
value								= -10

cam_dispersion						= -0.09		; 0.5
cam_dispersion_inc					= -0.04		; 0.5
cam_step_angle_horz					= -0.35		; 1.5 [0.73 в остатке]

zoom_cam_dispersion					= -0.09		; 0.5 [0.093 в остатке]
zoom_cam_dispersion_inc				= -0.05		; 0.5
zoom_cam_step_angle_horz			= -0.28		; 1.0 [0.505 в остатке]

[up_sect_thirdc_fn2000]
; Надежность(2)15%
; ---------------
cost								= 2000
value								= +10

fire_dispersion_condition_factor	= -1		; 15		; увеличение дисперсии в процентах при максимальном износе
condition_queue_shot_dec			= -0.0001	; 0.0013	; увеличение изношености при выстреле очередью
condition_shot_dec					= -0.0001	; 0.0011	; увеличение изношености при одиночном выстреле
misfire_start_prob					= -0.002				; шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob					= -0.016	; 0.03		; шанс осечки при изношености больше чем misfireEndCondition

[up_sect_thirdd_fn2000]
; Точность(2)20%
; ---------------
cost								= 2000
value								= +20

fire_dispersion_base				= -0.02		; 0.7
fire_dispersion_condition_factor	= -1		; 15

[up_sect_thirde_fn2000]
; Скорострельность(3)25%
; ----------------------
cost								= 2500
value								= +30

rpm									= +212

[up_sect_thirdf_fn2000]
; Настильность(3)30%
; ------------------
cost								= 2500
value								= +30

bullet_speed						= +273
fire_dispersion_base				= -0.01

[up_sect_fourta_fn2000]
cost								= 1800

scope_zoom_factor					= -22.5 

[up_sect_fourtc_fn2000]
cost								= 3000

scope_nightvision					= scope_contrast


[up_sect_fourte_fn2000]
cost								= 12500

scope_alive_detector				= scope_detector

[up_sect_fourtf_fn2000]
cost								= 5500

scope_dynamic_zoom					= on


[up_firsta_fn2000]
scheme_index						= 0, 0
known								= 1
effects								= up_gr_firstcd_fn2000
section								= up_sect_firsta_fn2000
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_a2_name
description	= st_up_auto_a2_descr
icon= ui_inGame2_upgrade_FT200M_1

; ; ...
[up_firstc_fn2000]
scheme_index= 1, 0
known	= 1
effects	= up_gr_firstef_fn2000
section	= up_sect_firstc_fn2000
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_FT200M_2

[up_firstd_fn2000]
scheme_index= 1, 1
known	= 1
effects	= up_gr_firstef_fn2000
section	= up_sect_firstd_fn2000
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_auto_b2_name
description	= st_up_auto_b2_descr
icon= ui_inGame2_upgrade_FT200M_3

[up_firste_fn2000]
scheme_index= 2, 0
known	= 1
effects	=
section	= up_sect_firste_fn2000
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_auto_c6_name
description	= st_up_auto_c6_descr
icon= ui_inGame2_upgrade_FT200M_4


[up_firstf_fn2000]
scheme_index= 2, 1
known	= 1
effects	=
section	= up_sect_firstf_fn2000
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_auto_c5_name
description	= st_up_auto_c5_descr
icon= ui_inGame2_upgrade_FT200M_5

[up_secona_fn2000]
scheme_index= 0, 1
known	= 1
effects	= up_gr_seconcd_fn2000
section	= up_sect_secona_fn2000
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_zat_a2_name
description	= st_up_zat_a2_descr
icon= ui_inGame2_upgrade_FT200M_6

[up_seconc_fn2000]
scheme_index= 1, 2
known	= 1
effects	= up_gr_seconef_fn2000
section	= up_sect_seconc_fn2000
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_FT200M_7

[up_second_fn2000]
scheme_index= 1, 3
known	= 1
effects	= up_gr_seconef_fn2000
section	= up_sect_second_fn2000
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_zat_b6_name
description	= st_up_zat_b6_descr
icon= ui_inGame2_upgrade_FT200M_8

[up_secone_fn2000]
scheme_index= 2, 2
known	= 1
effects	=
section	= up_sect_secone_fn2000
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_FT200M_9

[up_seconf_fn2000]
scheme_index= 2, 3
effects	=
section	= up_sect_seconf_fn2000
property= prop_recoil

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_zat_c1_name
description	= st_up_zat_c1_descr
icon= ui_inGame2_upgrade_FT200M_10

[up_thirda_fn2000]
scheme_index= 0, 2
effects	= up_gr_thirdcd_fn2000
section	= up_sect_thirda_fn2000
property= prop_recoil

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_ret_a3_name
description	= st_up_ret_a3_descr
icon= ui_inGame2_upgrade_FT200M_11

[up_thirdc_fn2000]
scheme_index= 1, 4
effects	= up_gr_thirdef_fn2000
section	= up_sect_thirdc_fn2000
property= prop_reliability

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_ret_b1_name
description	= st_up_ret_b1_descr
icon= ui_inGame2_upgrade_FT200M_12


[up_thirdd_fn2000]
scheme_index= 1, 5
effects	= up_gr_thirdef_fn2000
section	= up_sect_thirdd_fn2000
property= prop_dispersion

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_ret_b3_name
description	= st_up_ret_b3_descr
icon= ui_inGame2_upgrade_FT200M_13


[up_thirde_fn2000]
scheme_index= 2, 4
effects	=
section	= up_sect_thirde_fn2000
property= prop_rpm

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_ret_c3_name
description	= st_up_ret_c3_descr
icon= ui_inGame2_upgrade_FT200M_14

[up_thirdf_fn2000]
scheme_index= 2, 5
effects	=
section	= up_sect_thirdf_fn2000
property= prop_bullet_speed

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_ret_c1_name
description	= st_up_ret_c1_descr
icon= ui_inGame2_upgrade_FT200M_15

[up_fourta_fn2000]
scheme_index= 0, 3
effects	= 
section	= up_sect_fourta_fn2000
property= prop_scope_4x

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_opt_a2_name
description	= st_up_opt_a2_descr
icon= ui_inGame2_upgrade_FT200M_16

[up_fourtc_fn2000]
scheme_index= 1, 6
effects	= 
section	= up_sect_fourtc_fn2000
property= prop_contrast

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_opt_b1_name
description	= st_up_opt_b1_descr
icon= ui_inGame2_upgrade_FT200M_17


[up_fourte_fn2000]
scheme_index= 2, 6
effects	=
section	= up_sect_fourte_fn2000
property= prop_autolockscope

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_opt_c1_name
description	= st_up_opt_c1_descr
icon= ui_inGame2_upgrade_FT200M_18

[up_fourtf_fn2000]
scheme_index= 2, 7
effects	=
section	= up_sect_fourtf_fn2000
property= prop_scope

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_opt_c3_name
description	= st_up_opt_c3_descr
icon= ui_inGame2_upgrade_FT200M_19

; [up_fiftha_fn2000]
; scheme_index= 0, 4
; effects	=
; section	= up_sect_fiftha_fn2000
; property= prop_dispersion
; 
; 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	= up_fiftha_fn2000
; name= st_upg_electro_accur
; description	= st_upg_electro_accur_descr
; icon= ui_wp_upgrade_33



[up_gr_firstab_fn2000]
elements= up_firsta_fn2000

[up_gr_firstcd_fn2000]
elements= up_firstc_fn2000, up_firstd_fn2000

[up_gr_firstef_fn2000]
elements= up_firste_fn2000, up_firstf_fn2000

[up_gr_seconab_fn2000]
elements= up_secona_fn2000

[up_gr_seconcd_fn2000]
elements= up_seconc_fn2000, up_second_fn2000

[up_gr_seconef_fn2000]
elements= up_secone_fn2000, up_seconf_fn2000

[up_gr_thirdab_fn2000]
elements= up_thirda_fn2000

[up_gr_thirdcd_fn2000]
elements= up_thirdc_fn2000, up_thirdd_fn2000

[up_gr_thirdef_fn2000]
elements= up_thirde_fn2000, up_thirdf_fn2000

[up_gr_fourtab_fn2000]
elements= up_fourta_fn2000

[up_gr_fourtcd_fn2000]
elements= up_fourtc_fn2000

[up_gr_fourtef_fn2000]
elements= up_fourte_fn2000, up_fourtf_fn2000

; [up_gr_fifthab_fn2000]
; elements= up_fiftha_fn2000
