+ /* vortex: game-specific default entity keys */
+ value = ValueForKey( ent, "classname" );
+ if ( !Q_stricmp( game->magic, "dq" ) || !Q_stricmp( game->magic, "prophecy" ) ) {
+ /* vortex: deluxe quake default shadow flags */
+ if ( !Q_stricmp( value, "func_wall" ) ) {
+ if ( recvShadows != NULL ) {
+ *recvShadows = 1;
+ }
+ if ( castShadows != NULL ) {
+ *castShadows = 1;
+ }
+ }
+ }
+}