Single pass optimizing successful in update script. Separate loops displaying HUD objects for players and enemies are now consolidated, with redundant code parsed into smaller functions. Had added benefit of only needing to check death status instead of “KO” palette for toggling enemy HUD display; dead enemies not yet configured with KO palette no longer clog HUD row. Now need to try mpicon in place of icon for enemy HUD icons. This is due to weapon models requiring their own icons. In addition player and enemy icon images are of differing size and style. Therefore a separate weapon model would be needed for player/enemy versions of every character, resulting in unacceptable levels of bloat and redundancy. Wall shunting also proved successful. When called, function bind0018 shunts binding entity away from wall if any bound entity is current within wall bounds. By calling just before bind release, this will prevent bound entities from being stuck inside wall or infinity juggled by wall bounce function. Main purpose is to make sure grapple moves deposit defender(s) outside of walled area. With some refining, could also be adapted to create specific wall based grapple moves. bind0018_05262010