3.5.1: reintroduced a suspend mode in WaitForNextFrame() #1292
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The problem is briefly mentioned here: #1287 (comment)
Previously the engine was using allegro timers that were suspended by default when the player switched away from the game. That stopped game from updating and redrawing itself.
The commits f2ab428 and 15489ff broke that behavior. Here we reintroduce it, now implementing the timer lock mechanic directly in the engine. This is a bit naive implementation but somewhat in line with the older code (e.g. see https://github.com/adventuregamestudio/ags/blob/release-3.5.0/Engine/ac/timer.cpp#L40).