         //playheadTime = Math.min(Math.max(playheadTime, 0), duration);
         
         // Reset the start time
-        // FIXME (chaase): Redundant for cases that set this again below
+        // TODO (chaase): Redundant for cases that set this again below
         // Should only do this for playing animation, as the stopped animations
         // do it for themselves
         startTime = cycleStartTime = intervalTime - playheadTime;

    private static var intervalTime:Number = NaN;

    // A single Timer object runs all animations in the process
    private static var activeAnimations:Array = [];
    private static var timer:Timer = null;

    /**

        // actualStartTime accounts for overrun in desired startDelay
        var actualStartTime:int = 0;
        
        // TODO (chaase): call removal utility instead of this code
        // Make sure to remove any references on the delayed lists
        for (var i:int = 0; i < delayedStartAnims.length; ++i)
        {
