rem: KillThread (GLOBAL (GameClock.clock_task));
add: Task_SetState (GLOBAL (GameClock.clock_task), TASK_EXIT);
context: UninitGameClock (void){	if (GLOBAL (GameClock.clock_task))	{		if (!GameClockRunning ())			ResumeGameClock ();		SetSemaphore (GLOBAL (GameClock.clock_sem));		KillThread (GLOBAL (GameClock.clock_task));		ClearSemaphore (GLOBAL (GameClock.clock_sem));		GLOBAL (GameClock.clock_task) = 0;	}	UninitQueue (&GLOBAL (GameClock.event_q));	return (TRUE);}