This was introduced as an extra mechanism of patching game scripts.
However, it's completely hardcoded with offsets for specific game
versions, with no endianess handling. Furthermore, the only patch
it's used for at the moment (input prompt for SQ3) has no visible
changes.
The SCI engine's script patcher has pattern matching functionality,
which allows it to be used in a variety of game versions. Furthermore,
it supports endianess handling for BE versions. Thus, it makes no
sense to keep a separate and complex script patching functionality
for a single patch that is hardcoded for a single game version with
no actual change in functionality. Since this is a fan patch, all of
these script changes can be added as part of the patch without any
changes to the engine code. We've discussed this with @sluicebox and
decided to remove all of this code, which should not have been part
of the engine's codebase because it clashes with the existing script
patcher
See matchKernelBreakpointPattern() for samples. The main envisioned use is
DoSound*,!DoSoundUpdateCues
to match all DoSound sub-functions except DoSoundUpdateCues.