[up_sect_firsta_svd]
;Удобство(1)10%
;--------------
cost								= 1400
value								= +10
	
crosshair_inertion					= -1

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

[up_sect_firstc_svd]
;Точность(2)20%
;---------------
cost								= 1800
value								= +20

fire_dispersion_base				= -0.02	;0.15
fire_dispersion_condition_factor	= -1

[up_sect_firstd_svd]
;Удобство(2)15%
;--------------
cost								= 1800
value								= +20

crosshair_inertion					= -1

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


[up_sect_firste_svd]
;Настильность(3)30%
;------------------ 
cost								= 2200
value								= +30

bullet_speed						= +249
fire_dispersion_base				= -0.01	;0.15

[up_sect_firstf_svd]
;Скорострельность(3)25%
;----------------------
cost								= 2200
value								= +25

rpm									= +50

[up_sect_secona_svd]
;Надежность(1)10%
;---------------
cost								= 1400
value								= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor	= -1.5 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec			= -0.0007 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec					= -0.0007 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob					= -0.0007
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob					= -0.007 ;0.03

[up_sect_seconc_svd]
;Отдача(2)-20%
;------------
cost								= 1800
value								= -20

zoom_cam_dispersion					= -0.18		;1.8
zoom_cam_dispersion_inc				= -0.18		;1.8
zoom_cam_step_angle_horz			= -0.05		;0.25
zoom_cam_relax_speed				= +0.035

[up_sect_second_svd]
;Точность(2)20%
;---------------
cost								= 1800
value								= +20

fire_dispersion_base				= -0.02	;0.15
fire_dispersion_condition_factor	= -1

[up_sect_thirda_svd]
;Отдача(1)-10%
;------------
cost								= 1400
value								= -10

zoom_cam_dispersion					= -0.12		;1.8
zoom_cam_dispersion_inc				= -0.12		;1.8
zoom_cam_step_angle_horz			= -0.03		;0.25
zoom_cam_relax_speed				= +0.02

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

crosshair_inertion					= -1

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


[up_sect_thirde_svd]
;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_svd]
;6икс прицел.
;------------
cost								= 2100

scope_zoom_factor					= -5 

[up_sect_fourtc_svd]
;Контрастный прицел
;------------
cost								= 3200

scope_nightvision					= scope_contrast

[up_sect_fourte_svd]
;ПНВ
;------------
cost								= 5000
scope_nightvision					= scope_nightvision

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

scope_alive_detector				= scope_detector

[up_firsta_svd]
scheme_index= 0, 0
known	= 1
effects	= up_gr_firstcd_svd
section	= up_sect_firsta_svd
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_svd]
scheme_index= 1, 0
known	= 1
effects	= up_gr_firstef_svd
section	= up_sect_firstc_svd
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_firstd_svd]
scheme_index= 1, 1
known	= 1
effects	= up_gr_firstef_svd
section	= up_sect_firstd_svd
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_auts_b2_name
description	= st_up_auts_b2_descr
icon= ui_inGame2_upgrade_SVDm2_3

[up_firste_svd]
scheme_index= 2, 0
known	= 1
effects	=
section	= up_sect_firste_svd
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_svd]
scheme_index= 2, 1
known	= 1
effects	=
section	= up_sect_firstf_svd
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_auts_c2_name
description	= st_up_auts_c2_descr
icon= ui_inGame2_upgrade_SVDm2_5


[up_secona_svd]
scheme_index= 0, 1
known	= 1
effects	= up_gr_seconcd_svd
section	= up_sect_secona_svd
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_svd]
scheme_index= 1, 2
known	= 1
effects	= 
section	= up_sect_seconc_svd
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_svd]
scheme_index= 1, 3
known	= 1
effects	= 
section	= up_sect_second_svd
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_thirda_svd]
scheme_index= 0, 2
known	= 1
effects	= up_gr_thirdcd_svd
section	= up_sect_thirda_svd
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_pris_a1_name
description	= st_up_pris_a1_descr
icon= ui_inGame2_upgrade_SVDm2_10

[up_thirdc_svd]
scheme_index= 1, 4
known	= 1
effects	= up_gr_thirdef_svd
section	= up_sect_thirdc_svd
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_svd]
scheme_index= 2, 2
known	= 1
effects	=
section	= up_sect_thirde_svd
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_svd]
scheme_index= 0, 3
known	= 1
effects	= 
section	= up_sect_fourta_svd
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_SVDm2_13

[up_fourtc_svd]
scheme_index= 1, 5
known	= 1
effects	= 
section	= up_sect_fourtc_svd
property= prop_contrast

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_opt_b1_name
description	= st_up_opt_b1_descr
icon= ui_inGame2_upgrade_SVDm2_14

[up_fourte_svd]
scheme_index= 2, 3
known	= 1
effects	=
section	= up_sect_fourte_svd
property= prop_nightvision

scope_name 							= scope_nightvision
scope_x 							= 60
scope_y 							= -2

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_opt_c2_name
description	= st_up_opt_c2_descr
icon= ui_inGame2_upgrade_SVDm2_15

[up_fourtf_svd]
scheme_index= 2, 4
known	= 1
effects	=
section	= up_sect_fourtf_svd
property= prop_autolockscope

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_opt_c1_name
description	= st_up_opt_c1_descr
icon= ui_inGame2_upgrade_SVDm2_16

[up_gr_firstab_svd]
elements= up_firsta_svd

[up_gr_firstcd_svd]
elements= up_firstc_svd, up_firstd_svd

[up_gr_firstef_svd]
elements= up_firste_svd, up_firstf_svd

[up_gr_seconab_svd]
elements= up_secona_svd

[up_gr_seconcd_svd]
elements= up_seconc_svd, up_second_svd


[up_gr_thirdab_svd]
elements= up_thirda_svd

[up_gr_thirdcd_svd]
elements= up_thirdc_svd

[up_gr_thirdef_svd]
elements= up_thirde_svd

[up_gr_fourtab_svd]
elements= up_fourta_svd

[up_gr_fourtcd_svd]
elements= up_fourtc_svd

[up_gr_fourtef_svd]
elements= up_fourte_svd, up_fourtf_svd