[up_sect_firsta_svd] ;Удобство(1)10% ;-------------- cost = 1400 value = +10 crosshair_inertion = -1 PDM_disp_base = -0.2 PDM_disp_vel_factor = -0.5 PDM_disp_accel_factor = -0.5 [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 = -0.5 PDM_disp_vel_factor = -1.2 PDM_disp_accel_factor = -1.2 [up_sect_firste_svd] ;Настильность(3)30% ;------------------ cost = 2200 value = +30 bullet_speed = +200 fire_dispersion_base = -0.01 ;0.15 [up_sect_firstf_svd] ;Скорострельность(3)25% ;---------------------- cost = 2200 value = +25 rpm = +35 [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 = -0.5 PDM_disp_vel_factor = -1.2 PDM_disp_accel_factor = -1.2 [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 = -10 [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 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