         // TODO (chaase): call removal utility instead of this code
         // Make sure to remove any references on the delayed lists
         if (startDelay > 0 && delayedStartAnims.length > 0)
+        {
             for (var i:int = 0; i < delayedStartAnims.length; ++i)
             {
                 if (this == delayedStartAnims[i])

        // This could mean that the end value is not yet initialized, so
        // interpolators should be written to just send back the end value
        // instead of trying to calculate it for the end time.
        
        else
        {
            if (!started)
                sendAnimationEvent(EffectEvent.EFFECT_START);
            if (repeatCount > 1 && repeatBehavior == "reverse" && (repeatCount % 2 == 0))
                _invertValues = true;
            calculateValue(duration);
            
            sendUpdateEvent();
        }
        sendAnimationEvent(EffectEvent.EFFECT_END);

        // The rest of what we need to do is handled by stopAnimation()

                    break;
                }
            }
        }

        // Note that we are potentially sending out this event to effects
        // whose Animation is not yet running (for example, if we're autoReversing
