This function will return true for a single frame (and false otherwise) in a similar manner to os_is_paused(). The game then has one second to save the game state before it is potentially terminated by the system. Once the game has finished saving data it should call uwp_suspend() to suspend cleanly. The game should probably also enter a pause state so that if it is resumed by the system (if it hasn't been fully terminated) the player is not thrown straight back into a gameplay situation.
uwp_is_suspending();
Boolean
if uwp_is_suspending()
{
scr_Save_Game_Data();
uwp_suspend();
}
The above code checks to see if the app is going into suspension and if it is it calls a script to save the game data before suspending the game.