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.
Chip away at some more repeated code

make CommandActor actually take the command as a parameter. still highly repetative and much to do.
CommandActor: call stop before issuing new command

enables more removal of repeated code
Tweak GenerateAction methods to take a const char* and copy it

now that it copies the string itself we can eliminate a lot of duplicated code.
GameScript: make inheritable Canary class
add a window grouping structure to GameControl

we can manipulate it by index instead of having to manage individual variables and duplicated code
GameControl: consolidate window resizing methods.
GameControl: get rid of HandleWindowReveal
GameControl: get rid of HandleWindowHide
GameControl: consolidate logic for hiding/unhiding GUI
GameControl: remove Hide/Unhide GUI methods in favor of the single SetGUIHidden(bool)
Merge remote-tracking branch 'upstream/master'