These should never be solid blue all the time. They should be 'neon' multi-colored trails. Possibly another plugin running? The hull is glowing random colors too? Hard to see with screenshots. I just took some. It's difficult to capture motion in a still!
I do have other versions with CVAR if interested in testing. Have been testing for 4 years now. No errors, now.
This is an early image right after the code you are using started to bore me.
Glad I saved the initial iteration in a backup and shared. Figured somebody else would want just that. The current version is 16KB and 3 cvars would need to be zeroed to make it just do trails. The width of the trail is a CVAR you might get some 'mileage' out of, sv_neon_wid
0|# which may depreciate sv_neon_toss
0|1 that is just an on/off for the trails. It's convenient to have trail width
optimized and leave it alone, then turn it on and off with separate CVAR if ever needed. This code is early enough right clicking and holding holds off on the trails in fact to not give your position away.
The idea was quickly discarded in the advancement and expansion of plugin to other mods, ents, and Amxx versions. The other CVARs are to turn off the hull of the grenade, sv_neon_hull
0|1. Another to pick whatever ent to apply 'the properties' to. When defusing or walking over C4, we will see the C4 on CS is classed as a 'grenade' real quick. Just touch it. Which brings me to the cvar sv_neon_rad
0|1 to turn the 'radioactive' properties on or off. The last but not least CVAR is sv_neon_all
0|1 to apply the properties to more than class grenade. Ent is chosen with CVAR neon_pick. neon_pick
weapon_egon makes the Egon into a bug zapper when somebody touches it. If you want to try to find errors make neon_pick
func_breakable. It hasn't errored for over a year for me. The last feat I added was if the grenade does not kill within a certain proximity it is a flashbang with a fade other than white that does do some damage. There's DoD support too.