This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.
This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.
But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!
Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.
This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...
However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.
Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.
So I think it's fine.
It turns out that the line `tstring=tstring[tstring.size()-1];` also appears once in Scripts.cpp.
This causes the game to segfault after activating a terminal with an empty line at the end of it.
I added a quick `if` around this line, and set `tstring` to an empty string when needed.