 package mx.core
 {
 
+import __AS3__.vec.Vector;
+
 import flash.display.DisplayObject;
 import flash.display.DisplayObjectContainer;
 import flash.display.GradientType;
+import flash.display.Graphics;
 import flash.display.InteractiveObject;
 import flash.display.Loader;
 import flash.display.Sprite;
 import flash.display.Stage;
-import flash.display.Graphics;
 import flash.events.Event;
 import flash.events.EventPhase;
 import flash.events.FocusEvent;
 import flash.events.IEventDispatcher;
 import flash.events.KeyboardEvent;
-import flash.geom.Vector3D;
+import flash.geom.Matrix;
 import flash.geom.Matrix3D;
-import flash.geom.Matrix;
+import flash.geom.PerspectiveProjection;
 import flash.geom.Point;
 import flash.geom.Rectangle;
-
+import flash.geom.Transform;
+import flash.geom.Vector3D;
 import flash.text.TextLineMetrics;
 import flash.utils.getQualifiedClassName;
 

import mx.events.FlexEvent;
import mx.events.MoveEvent;
import mx.events.PropertyChangeEvent;
import mx.events.ResizeEvent;
import mx.events.StateChangeEvent;
import mx.events.ValidationResultEvent;
import mx.filters.BaseFilter;
import mx.filters.IBitmapFilter;
import mx.geom.Transform;
import mx.graphics.RoundedRectangle;
import mx.managers.CursorManager;

            !(isBaseState(stateName) && isBaseState(currentState)))
        {
            requestedCurrentState = stateName;
            // Don't play transition if we're just getting started
            // In Flex4, there is no "base state", so if isBaseState() is true
            // then we're just going into our first real state
            playStateTransition =  
                (this is IStateClient2) && isBaseState(currentState) ?
                false : 
                playTransition;
            if (initialized)
            {
                commitCurrentState();
