if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
if (e->state_current.traileffectnum)
- trailtype = e->state_current.traileffectnum;
+ trailtype = (effectnameindex_t)e->state_current.traileffectnum;
// check if a trail is allowed (it is not after a teleport for example)
if (trailtype && e->persistent.trail_allowed)
{
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
if (e->state_current.traileffectnum)
- trailtype = e->state_current.traileffectnum;
+ trailtype = (effectnameindex_t)e->state_current.traileffectnum;
if (trailtype)
CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);