Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

62 lines
1.8 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <stdio.h>
#include "ServerConfigPanel.h"
#include <vgui/ISystem.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CServerConfigPanel::CServerConfigPanel(vgui::Panel *parent, const char *name, const char *mod) : CVarListPropertyPage(parent, name)
{
SetBounds(0, 0, 500, 170);
LoadControlSettings("Admin\\ServerConfigPanel.res", "PLATFORM");
// load our rules
if (!LoadVarList("scripts/GameServerConfig.vdf"))
{
//!! no local mod info, need to load from server
//!! always load from server if on a remote connection
}
m_flUpdateTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CServerConfigPanel::~CServerConfigPanel()
{
}
//-----------------------------------------------------------------------------
// Purpose: Reset data
//-----------------------------------------------------------------------------
void CServerConfigPanel::OnResetData()
{
RefreshVarList();
// update every minute
m_flUpdateTime = (float)system()->GetFrameTime() + (60 * 1.0f);
}
//-----------------------------------------------------------------------------
// Purpose: Checks to see if data needs to be refreshed
//-----------------------------------------------------------------------------
void CServerConfigPanel::OnThink()
{
if (m_flUpdateTime < system()->GetFrameTime())
{
OnResetData();
}
}