         if (!_isPlaying)
         {
             intervalTime = Timeline.currentTime;
-            // FIXME (chaase): comments...
             if (includeStartDelay && startDelay > 0)
             {
                 if (delayedStartTimes[this])
                 {
-                    // FIXME (chaase): refactor removal/addition into utility functions
+                    // 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)

     */
    private static var linearEaser:IEaser;
    
    // FIXME (chaase): more efficient way to store/remove these than in an array?
    // Dictionary, perhaps (although that may be unordered and less
    // efficient to access)
    private var id:int = -1;
    // FIXME (chaase): re-think this variable in seeking
    private var _doSeek:Boolean = false;
    private var _isPlaying:Boolean = false;
    // FIXME (chaase): rethink how we do reversing
    private var _doReverse:Boolean = false;
    private var _invertValues:Boolean = false;
    // Original start time of animation

            }
            else
            {
                if (repeated)
                    sendAnimationEvent(EffectEvent.EFFECT_REPEAT);
                sendUpdateEvent();
            }
        }
        return animationEnded;
