[up_sect_firsta_hpsa]
;Скорострельность(1)10%
;----------------------
cost		      		= 300
value					= +10

rpm						= +20

[up_sect_firstc_hpsa]
;Настильность(2)20%
;------------------
cost		      		= 600
value					= +20

bullet_speed		 	= +71
fire_dispersion_base	= -0.01 

[up_sect_firstd_hpsa]
;Отдача(2)-20%
;------------
cost		      		= 600
value					= -20

cam_dispersion          = -0.2 	;0.6
cam_dispersion_inc		= -0.2		;0.6
cam_step_angle_horz		= -0.2		;1.0

[up_sect_firste_hpsa]
;Отдача(3)-30%
;------------
cost		      		= 900
value					= -30

cam_dispersion          = -0.25		;0.6
cam_dispersion_inc		= -0.25		;0.6
cam_step_angle_horz		= -0.25		;1.0

[up_sect_secona_hpsa]
;Настильность(1)10%
;------------------
cost		      		= 300
value					= +10

bullet_speed		 	= +35

[up_sect_seconc_hpsa]
;Надежность(2)15%
;---------------
cost		      		= 600
value					= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.001 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.001 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.02 ;0.03

[up_sect_secone_hpsa]
;Скорострельность(3)25%
;----------------------
cost		      		= 900
value					= +25

rpm						= +50

[up_sect_seconf_hpsa]
;Настильность(1)10%
;------------------
cost		      		= 900
value					= +30

bullet_speed		 	= +35

[up_sect_thirda_hpsa]
;Вес
;------------------
cost		      		= 300
value					= -0.35

inv_weight              = -0.35

crosshair_inertion			= -0.3

PDM_disp_base 				= -0.05
PDM_disp_vel_factor 		= -0.1
PDM_disp_accel_factor 		= -0.1

[up_sect_thirdc_hpsa]
;Удобство(2)15%
;--------------
cost		      		= 600
value					= +15

crosshair_inertion			= -0.7

PDM_disp_base 				= -0.1
PDM_disp_vel_factor 		= -0.3
PDM_disp_accel_factor 		= -0.3

[up_sect_thirdd_hpsa]
;Отдача(2)-20%
;------------
cost		      		= 600
value					= -20

cam_dispersion          = -0.2		;0.6
cam_dispersion_inc		= -0.2		;0.6
cam_step_angle_horz		= -0.2		;1.0

[up_sect_fourta_hpsa]
;Точность(1)10%
;---------------
cost		      		= 300
value					= +10

fire_dispersion_base	= -0.02
fire_dispersion_condition_factor    = -1

[up_sect_fourtc_hpsa]
;Надежность(2)15%
;---------------
cost		      		= 600
value					= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -1 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.001 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.001 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.02 ;0.03

[up_sect_fourte_hpsa]
;Удобство(3)25%
;--------------
cost		      		= 1000
value					= +25

crosshair_inertion			= -1

PDM_disp_base 				= -0.2
PDM_disp_vel_factor 		= -0.4
PDM_disp_accel_factor 		= -0.4

[up_sect_fiftha_hpsa]
;Увеличенный объем магазина
;---------------
cost		      		= 800
value					= +4

ammo_mag_size		 	= +4

[up_sect_fifthc_hpsa]
;Смена калибра на 9х18
;---------------
cost		      		= 1500
value					= "9x18"

ammo_class		 		= ammo_9x18_fmj, ammo_9x18_pmm
fire_distance			= -90
bullet_speed			= -25

;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	     	= 0.0008
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.008 ;0.03

[up_firsta_hpsa]
scheme_index            = 0, 0
known                   = 1
;;invented                = 1                							; 0
effects                 = up_gr_firstcd_hpsa
section                 = up_sect_firsta_hpsa
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_zatp_a1_name
description             = st_up_zatp_a1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_1

;;...
[up_firstc_hpsa]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_hpsa
section                 = up_sect_firstc_hpsa
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_zatp_b4_name
description             = st_up_zatp_b4_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_2

[up_firstd_hpsa]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_firstef_hpsa
section                 = up_sect_firstd_hpsa
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_zatp_b2_name
description             = st_up_zatp_b2_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_3

[up_firste_hpsa]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_hpsa
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_zatp_c5_name
description             = st_up_zatp_c5_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_4



[up_secona_hpsa]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_hpsa
section                 = up_sect_secona_hpsa
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_barp_a1_name
description             = st_up_barp_a1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_5

[up_seconc_hpsa]
scheme_index            = 1, 2
known                   = 1
effects                 = up_gr_seconef_hpsa
section                 = up_sect_seconc_hpsa
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_barp_b1_name
description             = st_up_barp_b1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_6

[up_secone_hpsa]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_secone_hpsa
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_barp_c1_name
description             = st_up_barp_c1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_7

[up_seconf_hpsa]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_seconf_hpsa
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_barp_c2_name
description             = st_up_barp_c2_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_8


[up_thirda_hpsa]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_hpsa
section                 = up_sect_thirda_hpsa
property                = prop_weight

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_stvp_b1_name
description             = st_up_stvp_b1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_9

[up_thirdc_hpsa]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_thirdc_hpsa
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_stvp_b2_name
description             = st_up_stvp_b2_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_10

[up_thirdd_hpsa]
scheme_index            = 1, 4
known                   = 1
effects                 =
section                 = up_sect_thirdd_hpsa
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_stvp_b3_name
description             = st_up_stvp_b3_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_11

[up_fourta_hpsa]
scheme_index            = 0, 3
known                   = 1
effects                 = up_gr_fourtcd_hpsa
section                 = up_sect_fourta_hpsa
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_usmp_a1_name
description             = st_up_usmp_a1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_12


[up_fourtc_hpsa]
scheme_index            = 1, 5
known                   = 1
effects                 = up_gr_fourtef_hpsa
section                 = up_sect_fourtc_hpsa
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_usmp_b5_name
description             = st_up_usmp_b5_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_13

[up_fourte_hpsa]
scheme_index            = 2, 3
known                   = 1
effects                 =
section                 = up_sect_fourte_hpsa
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_usmp_c2_name
description             = st_up_usmp_c2_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_14


[up_fiftha_hpsa]
scheme_index            = 0, 4
known                   = 1
effects                 =
section                 = up_sect_fiftha_hpsa
property                = prop_ammo_size 


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_add_a4_name
description             = st_up_addd_a1_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_15

[up_fifthc_hpsa]
scheme_index            = 1, 6
known                   = 1
effects                 =
section                 = up_sect_fifthc_hpsa
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

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           =
name                    = st_up_add_b3_name
description             = st_up_add_b3_descr
icon                    = ui_inGame2_upgrade_HPSS_1m_16


[up_gr_firstab_hpsa]
elements                = up_firsta_hpsa

[up_gr_firstcd_hpsa]
elements                = up_firstc_hpsa, up_firstd_hpsa

[up_gr_firstef_hpsa]
elements                = up_firste_hpsa

[up_gr_seconab_hpsa]
elements                = up_secona_hpsa

[up_gr_seconcd_hpsa]
elements                = up_seconc_hpsa

[up_gr_seconef_hpsa]
elements                = up_secone_hpsa, up_seconf_hpsa

[up_gr_thirdab_hpsa]
elements                = up_thirda_hpsa

[up_gr_thirdcd_hpsa]
elements                = up_thirdc_hpsa, up_thirdd_hpsa

[up_gr_fourtab_hpsa]
elements                = up_fourta_hpsa

[up_gr_fourtcd_hpsa]
elements                = up_fourtc_hpsa

[up_gr_fourtef_hpsa]
elements                = up_fourte_hpsa

[up_gr_fifthab_hpsa]
elements                = up_fiftha_hpsa

[up_gr_fifthcd_hpsa]
elements                = up_fifthc_hpsa
