[up_sect_firsta_svu]
;Точность(1)10%
;---------------
cost								= 1500
value								= +10

fire_dispersion_base				= -0.02	;0.15

[up_sect_firstc_svu]
;Надежность(2)15%
;---------------
cost								= 2100
value								= +15

fire_dispersion_condition_factor	= -1.5 ;15			;увеличение дисперсии в процентах при максимальном износе
condition_queue_shot_dec			= -0.001 ;0.0013	;увеличение изношености при выстреле очередью
condition_shot_dec					= -0.001 ;0.0011	;увеличение изношености при одиночном выстреле
misfire_start_prob	 				= -0.001			;шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob				 	= -0.01 ;0.03		;шанс осечки при изношености больше чем misfireEndCondition

[up_sect_firste_svu]
;Настильность(3)30%
;------------------ 
cost								= 2700
value								= +30
bullet_speed						= +240
fire_dispersion_base				= -0.03

[up_sect_firstf_svu]
;Точность(3)30%
;---------------
cost								= 2700
value								= +30
fire_dispersion_base				= -0.06	;0.15
fire_dispersion_condition_factor	= -1.5

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

fire_dispersion_condition_factor	= -1.5 ;15			;увеличение дисперсии в процентах при максимальном износе
condition_queue_shot_dec			= -0.0005 ;0.0013	;увеличение изношености при выстреле очередью
condition_shot_dec					= -0.0005 ;0.0011	;увеличение изношености при одиночном выстреле
misfire_start_prob	 				= -0.0005			;шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob				 	= -0.005 ;0.03		;шанс осечки при изношености больше чем misfireEndCondition

[up_sect_seconc_svu]
;Отдача(2)20%
;---------------
cost								= 2100
value								= -20

zoom_cam_dispersion					= -0.2		;1.8
zoom_cam_dispersion_inc				= -0.2		;1.8
zoom_cam_step_angle_horz			= -0.2		;0.25
zoom_cam_relax_speed				= +0.05

[up_sect_second_svu]
;Надежность(2)15%
;---------------
cost								= 2100
value								= +15

fire_dispersion_condition_factor	= -1.5 ;15			;увеличение дисперсии в процентах при максимальном износе
condition_queue_shot_dec			= -0.001 ;0.0013	;увеличение изношености при выстреле очередью
condition_shot_dec					= -0.001 ;0.0011	;увеличение изношености при одиночном выстреле
misfire_start_prob	 				= -0.001			;шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob				 	= -0.01 ;0.03		;шанс осечки при изношености больше чем misfireEndCondition

[up_sect_secone_svu]:wpn_svu_up_sounds
;Интегрированный глушитель
;---------------
cost								= 2700
value								= +1

silencer_status						= 1

silencer_name						= wpn_addon_silencer 
silencer_x							= 224
silencer_y							= 13

[up_sect_seconf_svu]
;Скорострельность(3)25%
;----------------------
cost								= 2700
value								= +25
rpm 								= +162
ef_weapon_type						= 6

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

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

[up_sect_thirdc_svu]
;Удобство(2)20%
;--------------
cost								= 2100
value								= +20

crosshair_inertion					= -1.5

PDM_disp_base 						= -0.2
PDM_disp_vel_factor 				= -0.3
PDM_disp_accel_factor 				= -0.3

[up_sect_fourta_svu]
;5x прицел.
;------------
cost								= 2000

scope_zoom_factor					= -3

[up_sect_fourtc_svu]
;Контрастный прицел
;------------
cost								= 3000

scope_nightvision					= scope_contrast

[up_sect_fourte_svu]
;ПНВ
;------------
cost								= 4500
scope_nightvision					= scope_nightvision
[up_sect_fourtf_svu]
;Регулируемый прицел
;------------
cost								= 7000

scope_dynamic_zoom					= on

[up_sect_fiftha_svu]
cost		      					= 1500
value								= +5
ammo_mag_size   			     	= +5 

;=================================================================================================
[up_firsta_svu]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_svu
section                 = up_sect_firsta_svu
property                = prop_dispersion

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_a2_name
description             = st_up_auts_a2_descr
icon                    = ui_inGame2_upgrade_SVUmk2_1

[up_firstc_svu]
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_firste_svu]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_svu
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_SVUmk2_3

[up_firstf_svu]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_firstf_svu
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_svu]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_svu
section                 = up_sect_secona_svu
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_SVUmk2_5

[up_seconc_svu]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_seconef_svu
section                 = up_sect_seconc_svu
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_SVUmk2_6

[up_second_svu]
scheme_index            = 1, 2
known                   = 1
effects                 = up_gr_seconef_svu
section                 = up_sect_second_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

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_stvs_b3_name
description             = st_up_stvs_b3_descr
icon                    = ui_inGame2_upgrade_SVUmk2_7

[up_secone_svu]
scheme_index            = 2, 2
known                   = 1
effects                 =
section                 = up_sect_secone_svu
property                = prop_silencer

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_c1_name
description             = st_up_stvs_c1_descr
icon                    = ui_inGame2_upgrade_SVUmk2_8

[up_seconf_svu]
scheme_index            = 2, 3
known                   = 1
effects                 =
section                 = up_sect_seconf_svu
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_stvs_c2_name
description             = st_up_stvs_c2_descr
icon                    = ui_inGame2_upgrade_SVUmk2_9


[up_thirda_svu]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_svu
section                 = up_sect_thirda_svu
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_SVUmk2_10

[up_thirdc_svu]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_thirdc_svu
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_SVUmk2_11


[up_fourta_svu]
scheme_index            = 0, 3
known                   = 1
effects                 = 
section                 = up_sect_fourta_svu
property                = prop_scope_5x

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_a3_name
description             = st_up_opt_a3_descr
icon                    = ui_inGame2_upgrade_SVUmk2_12

[up_fourtc_svu]
scheme_index            = 1, 4
known                   = 1
effects                 = 
section                 = up_sect_fourtc_svu
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_SVUmk2_13

[up_fourte_svu]
scheme_index            = 2, 4
known                   = 1
effects                 =
section                 = up_sect_fourte_svu
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_SVUmk2_14

[up_fourtf_svu]
scheme_index            = 2, 5
known                   = 1
effects                 =
section                 = up_sect_fourtf_svu
property                = prop_scope

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_c3_name
description             = st_up_opt_c3_descr
icon                    = ui_inGame2_upgrade_SVUmk2_15


[up_fiftha_svu]
scheme_index            = 0, 4
known                   = 1
effects                 =
section                 = up_sect_fiftha_svu
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_SVUmk2_16

[up_gr_firstab_svu]
elements                = up_firsta_svu

[up_gr_firstcd_svu]
elements                = up_firstc_svu

[up_gr_firstef_svu]
elements                = up_firste_svu, up_firstf_svu

[up_gr_seconab_svu]
elements                = up_secona_svu

[up_gr_seconcd_svu]
elements                = up_seconc_svu, up_second_svu

[up_gr_seconef_svu]
elements                = up_secone_svu, up_seconf_svu

[up_gr_thirdab_svu]
elements                = up_thirda_svu

[up_gr_thirdcd_svu]
elements                = up_thirdc_svu

[up_gr_fourtab_svu]
elements                = up_fourta_svu

[up_gr_fourtcd_svu]
elements                = up_fourtc_svu

[up_gr_fourtef_svu]
elements                = up_fourte_svu, up_fourtf_svu

[up_gr_fifthab_svu]
elements                = up_fiftha_svu