 			{
 				if (duration > 0.0)
 				{
+					if (object.isPlayer) _suppressDefaultPlayerStates = true;
 					if (!object.interval) object.interval = new Interval(0, 0, null, null);
 					else object.interval.reset();
 					object.interval.delay = duration * 1000;

			_fastestLapTime = 0;
			
			_allowControls = true;
			
			if (_progressSignal) _progressSignal.dispatch(_progress);
		}

		private function switchObjectState(object:RTObject, stateID:String, duration:Number,
			completeCallback:Function = null):void
		{
			if (completeCallback != null)
			{
				if (!object.sequenceCompleteSignal) object.sequenceCompleteSignal = new Signal();
