TLKOverride: just use strdup (we use it elsewhere)
remove some duplicated code
Better fix for preventing actor jumping after hold/timestop
Remove the no_more_steps hack

combineing loops removes the need
Make a Stop() method for scriptable

combines ClearActions() and ClearPath(). clears much duplication.
I don’t believe there is a point in processing immobile actors here.
Map::UpdateScripts: imprisonment and maze should stop actors

they should not resume previous actions when those effects expire.