Noticed while testing a potential change to running while confused:
when confusion timed out, I kept running even though I was headed in
the wrong direction. Timeout calls stop_occupation() but running is
not an occupation.
Make stop_occupation() also stop counted activity under control of
the player (ie, multi > 0). Some places in the code use both
stop_occuation() and nomul(0), some just use one or the other. But
most of those probably intend for both.