             }
             else
             {
-                sendAnimationEvent(AnimationEvent.ANIMATION_UPDATE, currentValue);
+                sendAnimationEvent(AnimationEvent.ANIMATION_UPDATE);
                 if (repeated)
-                    sendAnimationEvent(AnimationEvent.ANIMATION_REPEAT, currentValue);
+                    sendAnimationEvent(AnimationEvent.ANIMATION_REPEAT);
             }
         }
         return animationEnded;

                            _elapsedTime = cycleTime;
                        else
                            _elapsedTime = duration; // must be in repeatDelay phase
                        sendAnimationEvent(AnimationEvent.ANIMATION_UPDATE, 
                            getCurrentValue(_elapsedTime));
                        return false;
                    }
                    else

            // removed
            // TODO (chaase): this will snap paused and startDelayed animations
            // to their end values. Seems correct, but should check this.
            calculateValue(duration);
            
            sendAnimationEvent(AnimationEvent.ANIMATION_UPDATE);
            sendAnimationEvent(AnimationEvent.ANIMATION_END);
        }

        // The rest of what we need to do is handled by the stop() function
