[up_sect_firsta_svu]
;Òî÷íîñòü(1)10%
;---------------
cost		      		= 1500
value					= +10

fire_dispersion_base    = -0.02  	;0.15

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

;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor    = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec	= -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec      	= -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob	     	= -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob	     	= -0.01 ;0.03

[up_sect_firste_svu]
;Íàñòèëüíîñòü(3)30%
;------------------ 
cost		      		= 2700
value					= +30
bullet_speed			= +200
fire_dispersion_base    = -0.03  

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

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

;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor    = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec	= -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec      	= -0.0005 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob	     	= -0.0005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob	     	= -0.005 ;0.03

[up_sect_seconc_svu]
;Îòäà÷à(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]
;Íàäåæíîñòü(2)15%
;---------------
cost		      		= 2100
value					= +15

;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor    = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec	= -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec      	= -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob	     	= -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob	     	= -0.01 ;0.03

[up_sect_secone_svu]
;Èíòåãðèðîâàííûé ãëóøèòåëü
;---------------
cost		      		= 2700
value					= +1

silencer_status				= 1
silencer_name           = wpn_addon_silencer 
silencer_x              = 224                
silencer_y              = 13
snd_silncer_shot        = weapons\w_ak74_shot1
silencer_smoke_particles   = weapons\generic_shoot_00

[up_sect_seconf_svu]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost		      		= 2700
value					= +25
rpm 					= +45

[up_sect_thirda_svu]
;Îòäà÷à(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]
;Óäîáñòâî(2)20%
;--------------
cost		      		= 2100
value					= +20

crosshair_inertion			= -1.5

PDM_disp_base 				= -0.5
PDM_disp_vel_factor 		= -1.5
PDM_disp_accel_factor 		= -1.5

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

scope_zoom_factor       = -10  

[up_sect_fourtc_svu]
;Êîíòðàñòíûé ïðèöåë
;------------
cost		      		= 3000

scope_nightvision = scope_contrast

[up_sect_fourte_svu]
;ÏÍÂ
;------------
cost		      		= 4500

scope_nightvision = scope_nightvision

[up_sect_fourtf_svu]
;Ðåãóëèðóåìûé ïðèöåë
;------------
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

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