      */
     protected function updateFrame (newFrame :int, dt :Number) :void {
         if (newFrame < 0 || newFrame >= _numFrames) {
-            throw new Error("Invalid frame [frame=" + newFrame,
-                " validRange=0-" + (_numFrames - 1) + "]");
+            throw new Error("Invalid frame [frame=" + newFrame + ", validRange=0-" + (_numFrames - 1) + "]");
         }
 
         if (_isUpdatingFrame) {
             _pendingFrame = newFrame;
             return;
-        } else {
-            _pendingFrame = NO_FRAME;
-            _isUpdatingFrame = true;
-        }
+        }
+
+        _pendingFrame = NO_FRAME;
+        _isUpdatingFrame = true;
 
         const isGoTo :Boolean = (dt <= 0);
         const wrapped :Boolean = (dt >= _duration) || (newFrame < _frame);

    private var _skipAdvanceTime :Boolean = false;
    /** @private */
    internal var _playerData :MoviePlayerNode;
    /** @private */
    private static var _s_helperPoint :Point = new Point();

    private static const IDENTITY_MATRIX :Matrix = new Matrix();

    private static const NO_FRAME :int = -1;


    /** Advances the playhead by the give number of seconds. From IAnimatable. */
    public function advanceTime (dt :Number) :void {
        if (dt < 0) {
            throw new Error("Invalid time [dt=" + dt + "]");
        }

        if (_skipAdvanceTime) {
            _skipAdvanceTime = false;
            return;
        }

        if (_state == STOPPED) {
            return;
        }

        if (_state == PLAYING && _numFrames > 1) {
            _playTime += dt;
            var actualPlaytime :Number = _playTime;
            if (_playTime >= _duration) {
                _playTime %= _duration;
            }

            // If _playTime is very close to _duration, rounding error can cause us to
            // land on lastFrame + 1. Protect against that.
            var newFrame :int = int(_playTime * _frameRate);
            if (newFrame < 0) {
                newFrame = 0;
            } else if (newFrame >= _numFrames) {
                newFrame = _numFrames - 1;
            }

            // If the update crosses or goes to the stopFrame:
            // go to the stopFrame, stop the movie, clear the stopFrame
