                 if (repeated)
                     sendAnimationEvent(AnimationEvent.ANIMATION_REPEAT, currentValue);
             }
-            
-            _doSeek = false;
         }
         return animationEnded;
     }

                // TODO (chaase): this assumes we've only gone through one cycle since
                // last time...
                if (repeatCount != 0)
                    numRepeats++;
                if (repeatDelay == 0) {
                    startTime += duration;
                    currentTime = intervalTime - startTime;

    // and current fraction
    private var startTime:Number;
    // Track number of times repeated for use by repeatCount logic
    private var numRepeats:int;
    // The amount of time that the animation should delay before
    // starting. This is set to a non-negative number only when
    // an Animation is paused during its startDelay phase
