ClientPrint(null, Constants.EHudNotify.HUD_PRINTCONSOLE, "RUNNING"); local wave_in_progress = false; ClearGameEventCallbacks(); function OnGameEvent_player_spawn(params) { ClientPrint(null, Constants.EHudNotify.HUD_PRINTCONSOLE, params["class"].tostring()); } function OnGameEvent_player_changeclass(params) { ClientPrint(null, Constants.EHudNotify.HUD_PRINTCONSOLE, params["class"].tostring()); } function OnGameEvent_mvm_begin_wave(params) { ClientPrint(null, Constants.EHudNotify.HUD_PRINTCONSOLE, "BEGIN"); } function OnGameEvent_mvm_wave_complete(params) { ClientPrint(null, Constants.EHudNotify.HUD_PRINTCONSOLE, "COMPLETE"); } function OnGameEvent_mvm_wave_fail(params) { ClientPrint(null, Constants.EHudNotify.HUD_PRINTCONSOLE, "FAIL"); } __CollectGameEventCallbacks(this);