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)
In pst, bracelets need to be useable as quick items

 -unlike bg/iwd, there is no 'use item magical ability' button, so there may be other things that need to be able to go in the quick item slots.
Harmonise the stylistic differences of each GUIINV
	--this is purely to make it easier to see the important differences in a diff viewer
Merge pull request #10 from chilvence/GUIINV

Harmonise the stylistic differences of each GUIINV