//-----------------------------------------------------------------------------
// Purpose: Renders stat value as string
//-----------------------------------------------------------------------------
void CTFStatPanel::GetStatValueAsString( int iValue, TFStatType_t statType, char *value, int valuelen )
{
	if ( TFSTAT_PLAYTIME == statType )
	{
		// Format time as a time string
		Q_strncpy( value, FormatSeconds( iValue ), valuelen );
	}
	else
	{
		// all other stats are just displayed as #'s
		Q_snprintf( value, valuelen, "%d", iValue );
	}
}
bool CslGameConnection::CountDown()
{
    CslGameConnection& self=GetInstance();

    if (--self.m_info->ConnectWait>0)
    {
        CslStatusBar::SetText(1, wxString::Format(
                                     _("Waiting %s for a free slot on '%s (%s)' (press ESC to abort or join an other server)"),
                                     FormatSeconds(self.m_info->ConnectWait,true,true).c_str(),
                                     self.m_info->GetBestDescription().c_str(),
                                     self.m_info->GetGame().GetName().c_str()));
        return true;
    }
    else
        Reset();

    return false;
}
void CslGameConnection::Reset(CslServerInfo *info)
{
    CslGameConnection& self=GetInstance();

    if (self.m_info && !self.m_detached)
    {
        wxString s;

        self.m_info->GetGame().GameEnd(s);
        self.m_info->ConnectWait=0;

        if (self.m_locked)
            self.m_info->Lock(false);

        s.Empty();

        if (self.m_playing)
        {
            s=wxString::Format(_("Last played on: '%s (%s)'"),
                               self.m_info->GetBestDescription().c_str(),
                               self.m_info->GetGame().GetName().c_str());

            if (self.m_info->PlayTimeLast>0)
            {
                s<<wxT(" - ")<<_("Play time:")<<wxT(" ");
                s<<FormatSeconds(self.m_info->PlayTimeLast).c_str();
            }
        }

        CslStatusBar::SetText(1,s);
    }

    self.m_info=info;
    self.m_process=NULL;
    self.m_locked=false;
    self.m_playing=false;
    self.m_cmd.Empty();
}