Reverted InFine HOM fix due to regressions

Hexen's hub-ending InFine scripts were not played because the leave_hub
condition could not be evaluated at the time when the script's first
tic was run (right after loading).

This needs to be solved in another way.
Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
Allow time to advance normally during busy ending transition

The transition is just a brief visual effect and should not mess with
the rest of the engine/UI state.

Fixes the InFine HOM at map start issue.
Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
Cleanup: End of busy transition

No need to clear events at the end of transition because the transition
is purely a visual effect that in no way influences the rest of the
engine.