entity Nade_TrailEffect(int proj, int nade_team)
{
+ switch (proj)
+ {
+ case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
+ case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
+ }
+
FOREACH(NADES, true, LAMBDA(
for (int j = 0; j < 2; j++)
{
}
}
));
- switch (proj)
- {
- case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
- case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
- }
+
return EFFECT_Null;
}