 			_fastestLapTime = 0;
 			
 			_allowControls = true;
+			_suppressDefaultPlayerStates = false;
 			
 			if (_progressSignal) _progressSignal.dispatch(_progress);
 		}

			{
				if (duration > 0.0)
				{
					if (!object.interval) object.interval = new Interval(0, 0, null, null);
					else object.interval.reset();
					object.interval.delay = duration * 1000;

		private function switchObjectState(object:RTObject, stateID:String, duration:Number,
			completeCallback:Function = null):void
		{
			if (completeCallback != null)
			{
				if (!object.sequenceCompleteSignal) object.sequenceCompleteSignal = new Signal();
