         {
             // TODO (chaase): Make sure we're not already sending out an
             // UPDATE event with this start value
-            sendAnimationEvent(AnimationEvent.ANIMATION_UPDATE);
+            sendUpdateEvent();
             Animation.addAnimation(this);
             _isPlaying = true;
             if (actualStartTime > 0)

     */
    private function repeat(event:TimerEvent = null):void
    {
        if (repeatBehavior == REVERSE)
            _invertValues = !_invertValues;
        calculateValue(0);
        // TODO (chaase): Make sure we're not already sending out an UPDATE
        // event with this value
        sendAnimationEvent(AnimationEvent.ANIMATION_UPDATE);
        sendAnimationEvent(AnimationEvent.ANIMATION_REPEAT);
        Animation.addAnimation(this);
    }
    

    private static function timerHandler(event:TimerEvent):void
    {
        var oldTime:Number = intervalTime;
        intervalTime = Timeline.pulse();
        
        var n:int = activeAnimations.length;
        var i:int = 0;
