[up_sect_firsta_pb]
;Скорострельность(1)10%
;----------------------
cost		      		= 250
value					= +10

rpm						= +30

[up_sect_firstc_pb]
;Надежность(2)15%
;---------------
cost		      		= 500
value					= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -2 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.0015 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.0015 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.0025
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.025 ;0.03

[up_sect_firstd_pb]
;Отдача(2)-20%
;------------
cost		      		= 500
value					= -20

cam_dispersion          = -0.125	;0.3
cam_dispersion_inc		= -0.125	;0.3
cam_step_angle_horz		= -0.25		;1.0

[up_sect_firste_pb]
;Настильность(3)30%
;------------------
cost		      		= 750
value					= +30

bullet_speed		 	= +60
fire_dispersion_base	= -0.02 

[up_sect_secona_pb]
;Отдача(1)-10%
;------------
cost		      		= 250
value					= -10

cam_dispersion          = -0.05	;0.3
cam_dispersion_inc		= -0.05	;0.3
cam_step_angle_horz		= -0.15	;1.0


[up_sect_seconc_pb]
;Отдача(2)-20%
;------------
cost		      		= 500
value					= -20

cam_dispersion          = -0.125    ;0.3
cam_dispersion_inc		= -0.125	;0.3
cam_step_angle_horz		= -0.25		;1.0


[up_sect_thirda_pb]
;Вес
;------------------
cost		      		= 250
value					= -0.2
inv_weight             = -0.2

crosshair_inertion			= -0.3

PDM_disp_base 				= -0.05
PDM_disp_vel_factor 		= -0.15
PDM_disp_accel_factor 		= -0.15

[up_sect_thirdc_pb]
;Удобство(2)15%
;--------------
cost		      		= 500
value					= +15

crosshair_inertion			= -0.7

PDM_disp_base 				= -0.15
PDM_disp_vel_factor 		= -0.35
PDM_disp_accel_factor 		= -0.35

[up_sect_thirde_pb]
;Точность(3)30%
;---------------
cost		      		= 750
value					= +30

fire_dispersion_base	= -0.05

[up_sect_fourta_pb]
;Точность(1)10%
;---------------
cost		      		= 250
value					= +10

fire_dispersion_base	= -0.02

[up_sect_fourtc_pb]
;Точность(2)20%
;---------------
cost		      		= 500
value					= +20

fire_dispersion_base	= -0.03

[up_sect_fiftha_pb]
;Увеличенный объем магазина
;---------------
cost		      		= 650
value					= +4

ammo_mag_size		 	= +4


[up_firsta_pb]
scheme_index            = 0, 0
known                   = 1
;;invented                = 1                							; 0
effects                 = up_gr_firstcd_pb
section                 = up_sect_firsta_pb
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_PB_1S_1

;;...
[up_firstc_pb]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_pb
section                 = up_sect_firstc_pb
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_zatp_b3_name
description             = st_up_zatp_b3_descr
icon                    = ui_inGame2_upgrade_PB_1S_2

[up_firstd_pb]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_firstef_pb
section                 = up_sect_firstd_pb
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_PB_1S_3

[up_firste_pb]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_pb
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_c2_name
description             = st_up_zatp_c2_descr
icon                    = ui_inGame2_upgrade_PB_1S_4



[up_secona_pb]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_pb
section                 = up_sect_secona_pb
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_barp_a2_name
description             = st_up_barp_a2_descr
icon                    = ui_inGame2_upgrade_PB_1S_5

[up_seconc_pb]
scheme_index            = 1, 2
known                   = 1
effects                 =
section                 = up_sect_seconc_pb
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_barp_b2_name
description             = st_up_barp_b2_descr
icon                    = ui_inGame2_upgrade_PB_1S_6


[up_thirda_pb]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_pb
section                 = up_sect_thirda_pb
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_PB_1S_7

[up_thirdc_pb]
scheme_index            = 1, 3
known                   = 1
effects                 = up_gr_thirdef_pb
section                 = up_sect_thirdc_pb
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_PB_1S_8

[up_thirde_pb]
scheme_index            = 2, 1
known                   = 1
effects                 =
section                 = up_sect_thirde_pb
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_stvp_c1_name
description             = st_up_stvp_c1_descr
icon                    = ui_inGame2_upgrade_PB_1S_9

[up_fourta_pb]
scheme_index            = 0, 3
known                   = 1
effects                 = up_gr_fourtcd_pb
section                 = up_sect_fourta_pb
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_b1_name
description             = st_up_usmp_b1_descr
icon                    = ui_inGame2_upgrade_PB_1S_10


[up_fourtc_pb]
scheme_index            = 1, 4
known                   = 1
effects                 =
section                 = up_sect_fourtc_pb
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_b2_name
description             = st_up_usmp_b2_descr
icon                    = ui_inGame2_upgrade_PB_1S_11


[up_fiftha_pb]
scheme_index            = 0, 4
known                   = 1
effects                 =
section                 = up_sect_fiftha_pb
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_PB_1S_12


[up_gr_firstab_pb]
elements                = up_firsta_pb

[up_gr_firstcd_pb]
elements                = up_firstc_pb, up_firstd_pb

[up_gr_firstef_pb]
elements                = up_firste_pb

[up_gr_seconab_pb]
elements                = up_secona_pb

[up_gr_seconcd_pb]
elements                = up_seconc_pb

[up_gr_thirdab_pb]
elements                = up_thirda_pb

[up_gr_thirdcd_pb]
elements                = up_thirdc_pb

[up_gr_thirdef_pb]
elements                = up_thirde_pb

[up_gr_fourtab_pb]
elements                = up_fourta_pb

[up_gr_fourtcd_pb]
elements                = up_fourtc_pb

[up_gr_fifthab_pb]
elements                = up_fiftha_pb
