// in scope opacity
if ( ctx::m_local.get( )->is_scoped( ) && g_settings.m_visuals.m_scope_alpha )
interfaces::render_view->set_blend( 1.f - g_settings.m_visuals.m_scope_alpha_value / 100.f );
// opacity with nade in hands
else if ( ctx::m_weapon.get( )->is_nade( ) && g_settings.m_visuals.m_nade_alpha )
interfaces::render_view->set_blend( 0.4f );