         if (repeatBehavior == RepeatBehavior.REVERSE)
             _invertValues = !_invertValues;
         calculateValue(0);
-        // TODO (chaase): Make sure we're not already sending out an UPDATE
+        // FIXME (chaase): Make sure we're not already sending out an UPDATE
         // event with this value
         sendUpdateEvent();
         sendAnimationEvent(EffectEvent.EFFECT_REPEAT);

    private static var linearEaser:IEaser;
    
    private var arrayMode:Boolean;
    // TODO: more efficient way to store/remove these than in an array?
    // Dictionary, perhaps (although that may be unordered and less
    // efficient to access)
    private var id:int = -1;
    // TODO: re-think this variable in seeking
    private var _doSeek:Boolean = false;
    private var _isPlaying:Boolean = false;
    // TODO: rethink how we do reversing
    private var _doReverse:Boolean = false;
    private var _invertValues:Boolean = false;
    // Original start time of animation

        // actualStartTime accounts for overrun in desired startDelay
        var actualStartTime:int = 0;
        
        // FIXME (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)
        {
