- CL_ParticleEffect(effectindex, 1, start, end, vec3_origin, vec3_origin, entityindex > 0 ? cl.entities + entityindex : NULL, 0);
+ CL_ParticleTrail(effectindex, 1, start, end, vec3_origin, vec3_origin, entityindex > 0 ? cl.entities + entityindex : NULL, 0, true, true, NULL, NULL, 1);