         // actualStartTime accounts for overrun in desired startDelay
         var actualStartTime:int = 0;
         
-        // TODO (chaase): call removal utility instead of this code
+        // 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)
         {

        if (!_isPlaying)
        {
            intervalTime = Timeline.currentTime;
            // TODO: comments...
            if (includeStartDelay && startDelay > 0)
            {
                if (delayedStartTimes[this])
                {
                    // TODO (chaase): refactor removal/addition into utility functions
                    // Still sleeping - reduce the delay time by the seek time
                    var animPendingTime:int = delayedStartTimes[this];
                    for (var i:int = 0; i < delayedStartAnims.length; ++i)

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