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* VERSION: 1.20.5\n * DATE: 2018-05-21\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2018, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n */\nimport TweenLite, { _gsScope, Animation, SimpleTimeline } from \"./TweenLite\";\n\n_gsScope._gsDefine(\"TimelineLite\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function() {\n\n\t\tvar TimelineLite = function(vars) {\n\t\t\t\tSimpleTimeline.call(this, vars);\n\t\t\t\tthis._labels = {};\n\t\t\t\tthis.autoRemoveChildren = (this.vars.autoRemoveChildren === true);\n\t\t\t\tthis.smoothChildTiming = (this.vars.smoothChildTiming === true);\n\t\t\t\tthis._sortChildren = true;\n\t\t\t\tthis._onUpdate = this.vars.onUpdate;\n\t\t\t\tvar v = this.vars,\n\t\t\t\t\tval, p;\n\t\t\t\tfor (p in v) {\n\t\t\t\t\tval = v[p];\n\t\t\t\t\tif (_isArray(val)) if (val.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tv[p] = this._swapSelfInParams(val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (_isArray(v.tweens)) {\n\t\t\t\t\tthis.add(v.tweens, 0, v.align, v.stagger);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_internals = TimelineLite._internals = {},\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_copy = function(vars) {\n\t\t\t\tvar copy = {}, p;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\t_pauseCallback = _internals.pauseCallback = function() {},\n\t\t\t_slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\tp = TimelineLite.prototype = new SimpleTimeline();\n\n\t\tTimelineLite.version = \"1.20.5\";\n\t\tp.constructor = TimelineLite;\n\t\tp.kill()._gc = p._forcingPlayhead = p._hasPause = false;\n\n\t\t/* might use later...\n\t\t//translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales.\n\t\tfunction localToGlobal(time, animation) {\n\t\t\twhile (animation) {\n\t\t\t\ttime = (time / animation._timeScale) + animation._startTime;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time;\n\t\t}\n\n\t\t//translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales\n\t\tfunction globalToLocal(time, animation) {\n\t\t\tvar scale = 1;\n\t\t\ttime -= localToGlobal(0, animation);\n\t\t\twhile (animation) {\n\t\t\t\tscale *= animation._timeScale;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time * scale;\n\t\t}\n\t\t*/\n\n\t\tp.to = function(target, duration, vars, position) {\n\t\t\tvar Engine = (vars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position);\n\t\t};\n\n\t\tp.from = function(target, duration, vars, position) {\n\t\t\treturn this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position);\n\t\t};\n\n\t\tp.fromTo = function(target, duration, fromVars, toVars, position) {\n\t\t\tvar Engine = (toVars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position);\n\t\t};\n\n\t\tp.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvar tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}),\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tcopy, i;\n\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array.\n\t\t\t\ttargets = _slice(targets);\n\t\t\t}\n\t\t\tstagger = stagger || 0;\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\tcopy = _copy(vars);\n\t\t\t\tif (copy.startAt) {\n\t\t\t\t\tcopy.startAt = _copy(copy.startAt);\n\t\t\t\t\tif (copy.startAt.cycle) {\n\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttl.to(targets[i], duration, copy, i * stagger);\n\t\t\t}\n\t\t\treturn this.add(tl, position);\n\t\t};\n\n\t\tp.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\tvars.runBackwards = true;\n\t\t\treturn this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.call = function(callback, params, scope, position) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.set = function(target, vars, position) {\n\t\t\tposition = this._parseTimeOrLabel(position, 0, true);\n\t\t\tif (vars.immediateRender == null) {\n\t\t\t\tvars.immediateRender = (position === this._time && !this._paused);\n\t\t\t}\n\t\t\treturn this.add( new TweenLite(target, 0, vars), position);\n\t\t};\n\n\t\tTimelineLite.exportRoot = function(vars, ignoreDelayedCalls) {\n\t\t\tvars = vars || {};\n\t\t\tif (vars.smoothChildTiming == null) {\n\t\t\t\tvars.smoothChildTiming = true;\n\t\t\t}\n\t\t\tvar tl = new TimelineLite(vars),\n\t\t\t\troot = tl._timeline,\n\t\t\t\thasNegativeStart, time,\ttween, next;\n\t\t\tif (ignoreDelayedCalls == null) {\n\t\t\t\tignoreDelayedCalls = true;\n\t\t\t}\n\t\t\troot._remove(tl, true);\n\t\t\ttl._startTime = 0;\n\t\t\ttl._rawPrevTime = tl._time = tl._totalTime = root._time;\n\t\t\ttween = root._first;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next;\n\t\t\t\tif (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) {\n\t\t\t\t\ttime = tween._startTime - tween._delay;\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\thasNegativeStart = 1;\n\t\t\t\t\t}\n\t\t\t\t\ttl.add(tween, time);\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t\troot.add(tl, 0);\n\t\t\tif (hasNegativeStart) { //calling totalDuration() will force the adjustment necessary to shift the children forward so none of them start before zero, and moves the timeline backwards the same amount, so the playhead is still aligned where it should be globally, but the timeline doesn't have illegal children that start before zero.\n\t\t\t\ttl.totalDuration();\n\t\t\t}\n\t\t\treturn tl;\n\t\t};\n\n\t\tp.add = function(value, position, align, stagger) {\n\t\t\tvar curTime, l, i, child, tl, beforeRawTime;\n\t\t\tif (typeof(position) !== \"number\") {\n\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true, value);\n\t\t\t}\n\t\t\tif (!(value instanceof Animation)) {\n\t\t\t\tif ((value instanceof Array) || (value && value.push && _isArray(value))) {\n\t\t\t\t\talign = align || \"normal\";\n\t\t\t\t\tstagger = stagger || 0;\n\t\t\t\t\tcurTime = position;\n\t\t\t\t\tl = value.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif (_isArray(child = value[i])) {\n\t\t\t\t\t\t\tchild = new TimelineLite({tweens:child});\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.add(child, curTime);\n\t\t\t\t\t\tif (typeof(child) !== \"string\" && typeof(child) !== \"function\") {\n\t\t\t\t\t\t\tif (align === \"sequence\") {\n\t\t\t\t\t\t\t\tcurTime = child._startTime + (child.totalDuration() / child._timeScale);\n\t\t\t\t\t\t\t} else if (align === \"start\") {\n\t\t\t\t\t\t\t\tchild._startTime -= child.delay();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcurTime += stagger;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._uncache(true);\n\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\treturn this.addLabel(value, position);\n\t\t\t\t} else if (typeof(value) === \"function\") {\n\t\t\t\t\tvalue = TweenLite.delayedCall(0, value);\n\t\t\t\t} else {\n\t\t\t\t\tthrow(\"Cannot add \" + value + \" into the timeline; it is not a tween, timeline, function, or string.\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tSimpleTimeline.prototype.add.call(this, value, position);\n\n\t\t\tif (value._time) { //in case, for example, the _startTime is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n\t\t\t\tvalue.render((this.rawTime() - value._startTime) * value._timeScale, false, false);\n\t\t\t}\n\n\t\t\t//if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\t\t\tif (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) {\n\t\t\t\t//in case any of the ancestors had completed but should now be enabled...\n\t\t\t\ttl = this;\n\t\t\t\tbeforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect.\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tif (beforeRawTime && tl._timeline.smoothChildTiming) {\n\t\t\t\t\t\ttl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it.\n\t\t\t\t\t} else if (tl._gc) {\n\t\t\t\t\t\ttl._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn this;\n\t\t};\n\n\t\tp.remove = function(value) {\n\t\t\tif (value instanceof Animation) {\n\t\t\t\tthis._remove(value, false);\n\t\t\t\tvar tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline.\n\t\t\t\tvalue._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct.\n\t\t\t\treturn this;\n\t\t\t} else if (value instanceof Array || (value && value.push && _isArray(value))) {\n\t\t\t\tvar i = value.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tthis.remove(value[i]);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\treturn this.removeLabel(value);\n\t\t\t}\n\t\t\treturn this.kill(null, value);\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tSimpleTimeline.prototype._remove.call(this, tween, skipDisable);\n\t\t\tvar last = this._last;\n\t\t\tif (!last) {\n\t\t\t\tthis._time = this._totalTime = this._duration = this._totalDuration = 0;\n\t\t\t} else if (this._time > this.duration()) {\n\t\t\t\tthis._time = this._duration;\n\t\t\t\tthis._totalTime = this._totalDuration;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.append = function(value, offsetOrLabel) {\n\t\t\treturn this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value));\n\t\t};\n\n\t\tp.insert = p.insertMultiple = function(value, position, align, stagger) {\n\t\t\treturn this.add(value, position || 0, align, stagger);\n\t\t};\n\n\t\tp.appendMultiple = function(tweens, offsetOrLabel, align, stagger) {\n\t\t\treturn this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger);\n\t\t};\n\n\t\tp.addLabel = function(label, position) {\n\t\t\tthis._labels[label] = this._parseTimeOrLabel(position);\n\t\t\treturn this;\n\t\t};\n\n\t\tp.addPause = function(position, callback, params, scope) {\n\t\t\tvar t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this);\n\t\t\tt.vars.onComplete = t.vars.onReverseComplete = callback;\n\t\t\tt.data = \"isPause\";\n\t\t\tthis._hasPause = true;\n\t\t\treturn this.add(t, position);\n\t\t};\n\n\t\tp.removeLabel = function(label) {\n\t\t\tdelete this._labels[label];\n\t\t\treturn this;\n\t\t};\n\n\t\tp.getLabelTime = function(label) {\n\t\t\treturn (this._labels[label] != null) ? this._labels[label] : -1;\n\t\t};\n\n\t\tp._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) {\n\t\t\tvar clippedDuration, i;\n\t\t\t//if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration().\n\t\t\tif (ignore instanceof Animation && ignore.timeline === this) {\n\t\t\t\tthis.remove(ignore);\n\t\t\t} else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) {\n\t\t\t\ti = ignore.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (ignore[i] instanceof Animation && ignore[i].timeline === this) {\n\t\t\t\t\t\tthis.remove(ignore[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tclippedDuration = (typeof(timeOrLabel) === \"number\" && !offsetOrLabel) ? 0 : (this.duration() > 99999999999) ? this.recent().endTime(false) : this._duration; //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n\t\t\tif (typeof(offsetOrLabel) === \"string\") {\n\t\t\t\treturn this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === \"number\" && this._labels[offsetOrLabel] == null) ? timeOrLabel - clippedDuration : 0, appendIfAbsent);\n\t\t\t}\n\t\t\toffsetOrLabel = offsetOrLabel || 0;\n\t\t\tif (typeof(timeOrLabel) === \"string\" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n\t\t\t\ti = timeOrLabel.indexOf(\"=\");\n\t\t\t\tif (i === -1) {\n\t\t\t\t\tif (this._labels[timeOrLabel] == null) {\n\t\t\t\t\t\treturn appendIfAbsent ? (this._labels[timeOrLabel] = clippedDuration + offsetOrLabel) : offsetOrLabel;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._labels[timeOrLabel] + offsetOrLabel;\n\t\t\t\t}\n\t\t\t\toffsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + \"1\", 10) * Number(timeOrLabel.substr(i+1));\n\t\t\t\ttimeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : clippedDuration;\n\t\t\t} else if (timeOrLabel == null) {\n\t\t\t\ttimeOrLabel = clippedDuration;\n\t\t\t}\n\t\t\treturn Number(timeOrLabel) + offsetOrLabel;\n\t\t};\n\n\t\tp.seek = function(position, suppressEvents) {\n\t\t\treturn this.totalTime((typeof(position) === \"number\") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false));\n\t\t};\n\n\t\tp.stop = function() {\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.gotoAndPlay = function(position, suppressEvents) {\n\t\t\treturn this.play(position, suppressEvents);\n\t\t};\n\n\t\tp.gotoAndStop = function(position, suppressEvents) {\n\t\t\treturn this.pause(position, suppressEvents);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\ttween, isComplete, next, callback, internalForce, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = totalDur;\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (this._rawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\ttime = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7.\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tif (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing.\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\tif (time >= prevTime) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t}\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\n\t\t\tif (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._hasPausedChild = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || -9999999999;\n\t\t\tvar a = [],\n\t\t\t\ttween = this._first,\n\t\t\t\tcnt = 0;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime < ignoreBeforeTime) {\n\t\t\t\t\t//do nothing\n\t\t\t\t} else if (tween instanceof TweenLite) {\n\t\t\t\t\tif (tweens !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (timelines !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t\tif (nested !== false) {\n\t\t\t\t\t\ta = a.concat(tween.getChildren(true, tweens, timelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.getTweensOf = function(target, nested) {\n\t\t\tvar disabled = this._gc,\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\ttweens, i;\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here.\n\t\t\t}\n\t\t\ttweens = TweenLite.getTweensOf(target);\n\t\t\ti = tweens.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) {\n\t\t\t\t\ta[cnt++] = tweens[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(false, true);\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.recent = function() {\n\t\t\treturn this._recent;\n\t\t};\n\n\t\tp._contains = function(tween) {\n\t\t\tvar tl = tween.timeline;\n\t\t\twhile (tl) {\n\t\t\t\tif (tl === this) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttl = tl.timeline;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || 0;\n\t\t\tvar tween = this._first,\n\t\t\t\tlabels = this._labels,\n\t\t\t\tp;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime >= ignoreBeforeTime) {\n\t\t\t\t\ttween._startTime += amount;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\tif (adjustLabels) {\n\t\t\t\tfor (p in labels) {\n\t\t\t\t\tif (labels[p] >= ignoreBeforeTime) {\n\t\t\t\t\t\tlabels[p] += amount;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp._kill = function(vars, target) {\n\t\t\tif (!vars && !target) {\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\tvar tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target),\n\t\t\t\ti = tweens.length,\n\t\t\t\tchanged = false;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i]._kill(vars, target)) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.clear = function(labels) {\n\t\t\tvar tweens = this.getChildren(false, true, true),\n\t\t\t\ti = tweens.length;\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttweens[i]._enabled(false, false);\n\t\t\t}\n\t\t\tif (labels !== false) {\n\t\t\t\tthis._labels = {};\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\ttween.invalidate();\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn Animation.prototype.invalidate.call(this);;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (enabled === this._gc) {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween._enabled(enabled, true);\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tthis._forcingPlayhead = true;\n\t\t\tvar val = Animation.prototype.totalTime.apply(this, arguments);\n\t\t\tthis._forcingPlayhead = false;\n\t\t\treturn val;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration(); //just triggers recalculation\n\t\t\t\t}\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tif (this.duration() !== 0 && value !== 0) {\n\t\t\t\tthis.timeScale(this._duration / value);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tvar max = 0,\n\t\t\t\t\t\ttween = this._last,\n\t\t\t\t\t\tprevStart = 999999999999,\n\t\t\t\t\t\tprev, end;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tprev = tween._prev; //record it here in case the tween changes position in the sequence...\n\t\t\t\t\t\tif (tween._dirty) {\n\t\t\t\t\t\t\ttween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it.\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime > prevStart && this._sortChildren && !tween._paused && !this._calculatingDuration) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n\t\t\t\t\t\t\tthis._calculatingDuration = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add(), like _parseTimeOrLabel().\n\t\t\t\t\t\t\tthis.add(tween, tween._startTime - tween._delay);\n\t\t\t\t\t\t\tthis._calculatingDuration = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tprevStart = tween._startTime;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n\t\t\t\t\t\t\tmax -= tween._startTime;\n\t\t\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\t\tthis._startTime += tween._startTime / this._timeScale;\n\t\t\t\t\t\t\t\tthis._time -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._totalTime -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._rawPrevTime -= tween._startTime;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.shiftChildren(-tween._startTime, false, -9999999999);\n\t\t\t\t\t\t\tprevStart = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tend = tween._startTime + (tween._totalDuration / tween._timeScale);\n\t\t\t\t\t\tif (end > max) {\n\t\t\t\t\t\t\tmax = end;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = prev;\n\t\t\t\t\t}\n\t\t\t\t\tthis._duration = this._totalDuration = max;\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it.\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\ttime = this._time;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime === time && tween.data === \"isPause\") {\n\t\t\t\t\t\ttween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire.\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Animation.prototype.paused.apply(this, arguments);\n\t\t};\n\n\t\tp.usesFrames = function() {\n\t\t\tvar tl = this._timeline;\n\t\t\twhile (tl._timeline) {\n\t\t\t\ttl = tl._timeline;\n\t\t\t}\n\t\t\treturn (tl === Animation._rootFramesTimeline);\n\t\t};\n\n\t\tp.rawTime = function(wrapRepeats) {\n\t\t\treturn (wrapRepeats && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1))) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(wrapRepeats) - this._startTime) * this._timeScale;\n\t\t};\n\n\t\treturn TimelineLite;\n\n\t}, true);\n\nexport const TimelineLite = _gsScope.TimelineLite;\nexport { TimelineLite as default };\n","/*!\n * VERSION: 1.20.5\n * DATE: 2018-05-21\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2018, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n */\n\nimport TweenLite, { _gsScope, Ease, Animation } from \"./TweenLite\";\nimport TimelineLite from \"./TimelineLite\";\n\n_gsScope._gsDefine(\"TimelineMax\", [\"TimelineLite\",\"TweenLite\",\"easing.Ease\"], function() {\n\t\t\n\t\tvar TimelineMax = function(vars) {\n\t\t\t\tTimelineLite.call(this, vars);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\tthis._dirty = true;\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_easeNone = new Ease(null, null, 1, 0),\n\t\t\tp = TimelineMax.prototype = new TimelineLite();\n\t\t\t\n\t\tp.constructor = TimelineMax;\n\t\tp.kill()._gc = false;\n\t\tTimelineMax.version = \"1.20.5\";\n\t\t\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._uncache(true);\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\t\t\n\t\tp.addCallback = function(callback, position, params, scope) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\t\t\n\t\tp.removeCallback = function(callback, position) {\n\t\t\tif (callback) {\n\t\t\t\tif (position == null) {\n\t\t\t\t\tthis._kill(null, callback);\n\t\t\t\t} else {\n\t\t\t\t\tvar a = this.getTweensOf(callback, false),\n\t\t\t\t\t\ti = a.length,\n\t\t\t\t\t\ttime = this._parseTimeOrLabel(position);\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i]._startTime === time) {\n\t\t\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.removePause = function(position) {\n\t\t\treturn this.removeCallback(TimelineLite._internals.pauseCallback, position);\n\t\t};\n\n\t\tp.tweenTo = function(position, vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar copy = {ease:_easeNone, useFrames:this.usesFrames(), immediateRender:false, lazy:false},\n\t\t\t\tEngine = (vars.repeat && _globals.TweenMax) || TweenLite,\n\t\t\t\tduration, p, t;\n\t\t\tfor (p in vars) {\n\t\t\t\tcopy[p] = vars[p];\n\t\t\t}\n\t\t\tcopy.time = this._parseTimeOrLabel(position);\n\t\t\tduration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001;\n\t\t\tt = new Engine(this, duration, copy);\n\t\t\tcopy.onStart = function() {\n\t\t\t\tt.target.paused(true);\n\t\t\t\tif (t.vars.time !== t.target.time() && duration === t.duration() && !t.isFromTo) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all.\n\t\t\t\t\tt.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale ).render(t.time(), true, true); //render() right away to ensure that things look right, especially in the case of .tweenTo(0).\n\t\t\t\t}\n\t\t\t\tif (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it.\n\t\t\t\t\tvars.onStart.apply(vars.onStartScope || vars.callbackScope || t, vars.onStartParams || []); //don't use t._callback(\"onStart\") or it'll point to the copy.onStart and we'll get a recursion error.\n\t\t\t\t}\n\t\t\t};\n\t\t\treturn t;\n\t\t};\n\n\t\tp.tweenFromTo = function(fromPosition, toPosition, vars) {\n\t\t\tvars = vars || {};\n\t\t\tfromPosition = this._parseTimeOrLabel(fromPosition);\n\t\t\tvars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], callbackScope:this};\n\t\t\tvars.immediateRender = (vars.immediateRender !== false);\n\t\t\tvar t = this.tweenTo(toPosition, vars);\n\t\t\tt.isFromTo = 1; //to ensure we don't mess with the duration in the onStart (we've got the start and end values here, so lock it in)\n\t\t\treturn t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001);\n\t\t};\n\t\t\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tdur = this._duration,\n\t\t\t\tprevTotalTime = this._totalTime,\n\t\t\t\tprevStart = this._startTime, \n\t\t\t\tprevTimeScale = this._timeScale, \n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tprevPaused = this._paused, \n\t\t\t\tprevCycle = this._cycle, \n\t\t\t\ttween, isComplete, next, callback, internalForce, cycleDuration, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = dur;\n\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added.\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = this._cycle = 0;\n\t\t\t\t}\n\t\t\t\tthis._time = 0;\n\t\t\t\tif (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare)\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) {\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (prevRawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else {\n\t\t\t\tif (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through.\n\t\t\t\t\tinternalForce = true;\n\t\t\t\t}\n\t\t\t\tthis._time = this._rawPrevTime = time;\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = time;\n\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\tcycleDuration = dur + this._repeatDelay;\n\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!)\n\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\tthis._time = dur - this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time > dur) {\n\t\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding error\n\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\ttime = this._time;\n\t\t\t\t\tif (time >= prevTime || (this._repeat && prevCycle !== this._cycle)) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween && pauseTween._startTime < dur) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t\n\t\t\tif (this._cycle !== prevCycle) if (!this._locked) {\n\t\t\t\t/*\n\t\t\t\tmake sure children at the end/beginning of the timeline are rendered properly. If, for example, \n\t\t\t\ta 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n\t\t\t\twould get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n\t\t\t\tcould be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So \n\t\t\t\twe need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n\t\t\t\tensure that zero-duration tweens at the very beginning or end of the TimelineMax work. \n\t\t\t\t*/\n\t\t\t\tvar backwards = (this._yoyo && (prevCycle & 1) !== 0),\n\t\t\t\t\twrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)),\n\t\t\t\t\trecTotalTime = this._totalTime,\n\t\t\t\t\trecCycle = this._cycle,\n\t\t\t\t\trecRawPrevTime = this._rawPrevTime,\n\t\t\t\t\trecTime = this._time;\n\t\t\t\t\n\t\t\t\tthis._totalTime = prevCycle * dur;\n\t\t\t\tif (this._cycle < prevCycle) {\n\t\t\t\t\tbackwards = !backwards;\n\t\t\t\t} else {\n\t\t\t\t\tthis._totalTime += dur;\n\t\t\t\t}\n\t\t\t\tthis._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a \"cleaner\" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method.\n\t\t\t\t\n\t\t\t\tthis._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime;\n\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\tthis._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render()\n\t\t\t\tprevTime = (backwards) ? 0 : dur;\n\t\t\t\tthis.render(prevTime, suppressEvents, (dur === 0));\n\t\t\t\tif (!suppressEvents) if (!this._gc) {\n\t\t\t\t\tif (this.vars.onRepeat) {\n\t\t\t\t\t\tthis._cycle = recCycle; //in case the onRepeat alters the playhead or invalidates(), we shouldn't stay locked or use the previous cycle.\n\t\t\t\t\t\tthis._locked = false;\n\t\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (prevTime !== this._time) { //in case there's a callback like onComplete in a nested tween/timeline that changes the playhead position, like via seek(), we should just abort.\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (wrap) {\n\t\t\t\t\tthis._cycle = prevCycle; //if there's an onRepeat, we reverted this above, so make sure it's set properly again. We also unlocked in that scenario, so reset that too.\n\t\t\t\t\tthis._locked = true;\n\t\t\t\t\tprevTime = (backwards) ? dur + 0.0001 : -0.0001;\n\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t}\n\t\t\t\tthis._locked = false;\n\t\t\t\tif (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible)\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis._time = recTime;\n\t\t\t\tthis._totalTime = recTotalTime;\n\t\t\t\tthis._cycle = recCycle;\n\t\t\t\tthis._rawPrevTime = recRawPrevTime;\n\t\t\t}\n\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\t\t\t\n\t\t\tif (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0 || !this._totalDuration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\t\t\tif (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tp.getActive = function(nested, tweens, timelines) {\n\t\t\tif (nested == null) {\n\t\t\t\tnested = true;\n\t\t\t}\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (timelines == null) {\n\t\t\t\ttimelines = false;\n\t\t\t}\n\t\t\tvar a = [], \n\t\t\t\tall = this.getChildren(nested, tweens, timelines), \n\t\t\t\tcnt = 0, \n\t\t\t\tl = all.length,\n\t\t\t\ti, tween;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = all[i];\n\t\t\t\tif (tween.isActive()) {\n\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\t\t\n\t\t\n\t\tp.getLabelAfter = function(time) {\n\t\t\tif (!time) if (time !== 0) { //faster than isNan()\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\tl = labels.length,\n\t\t\t\ti;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (labels[i].time > time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\t\t\n\t\tp.getLabelBefore = function(time) {\n\t\t\tif (time == null) {\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\ti = labels.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (labels[i].time < time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\t\t\n\t\tp.getLabelsArray = function() {\n\t\t\tvar a = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tp;\n\t\t\tfor (p in this._labels) {\n\t\t\t\ta[cnt++] = {time:this._labels[p], name:p};\n\t\t\t}\n\t\t\ta.sort(function(a,b) {\n\t\t\t\treturn a.time - b.time;\n\t\t\t});\n\t\t\treturn a;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._locked = false; //unlock and set cycle in case invalidate() is called from inside an onRepeat\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\t\t\n//---- GETTERS / SETTERS -------------------------------------------------------------------------------------------------------\n\t\t\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._time / this.duration()) || 0 : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\t\t\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._totalTime / this.totalDuration()) || 0 : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tTimelineLite.prototype.totalDuration.call(this); //just forces refresh\n\t\t\t\t\t//Instead of Infinity, we use 999999999999 so that we can accommodate reverses.\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1 || !value) ? this : this.timeScale( this.totalDuration() / value );\n\t\t};\n\t\t\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\t\t\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\t\t\n\t\tp.currentLabel = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this.getLabelBefore(this._time + 0.00000001);\n\t\t\t}\n\t\t\treturn this.seek(value, true);\n\t\t};\n\t\t\n\t\treturn TimelineMax;\n\t\t\n\t}, true);\n\nexport const TimelineMax = _gsScope.TimelineMax;\nexport { TimelineLite, TimelineMax as default };","/*!\n * VERSION: 1.20.5\n * DATE: 2018-05-21\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2018, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n *\n * @author: Jack Doyle, jack@greensock.com\n */\n\n/* ES6 changes:\n\t- declare and export _gsScope at top.\n\t- set const TweenLite = the result of the main function\n\t- export default TweenLite at the bottom\n\t- return TweenLite at the bottom of the main function\n\t- pass in _gsScope as the first parameter of the main function (which is actually at the bottom)\n\t- remove the \"export to multiple environments\" in Definition().\n */\nexport const _gsScope = (typeof(window) !== \"undefined\") ? window : (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this;\n\nexport const TweenLite = (function(window, moduleName) {\n\n\t\t\"use strict\";\n\t\tvar _exports = {},\n\t\t\t_doc = window.document,\n\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\tif (_globals.TweenLite) {\n\t\t\treturn _globals.TweenLite; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t}\n\t\tvar _namespace = function(ns) {\n\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\tp = _globals, i;\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t}\n\t\t\t\treturn p;\n\t\t\t},\n\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_emptyFunc = function() {},\n\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\tarray = toString.call([]);\n\t\t\t\treturn function(obj) {\n\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t};\n\t\t\t}()),\n\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t_defLookup = {},\n\n\t\t\t/**\n\t\t\t * @constructor\n\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t *\n\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t * sandbox the banner one like:\n\t\t\t *\n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t *\n\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t */\n\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t_defLookup[ns] = this;\n\t\t\t\tthis.gsClass = null;\n\t\t\t\tthis.func = func;\n\t\t\t\tvar _classes = [];\n\t\t\t\tthis.check = function(init) {\n\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\n\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\t/*\n\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if (typeof(define) === \"function\" && define.amd){ //AMD\n\t\t\t\t\t\t\t\tdefine((window.GreenSockAMDPath ? window.GreenSockAMDPath + \"/\" : \"\") + ns.split(\".\").pop(), [], function() { return cl; });\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t*/\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tthis.check(true);\n\t\t\t},\n\n\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t},\n\n\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\tfunc = func || function() {};\n\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\treturn func;\n\t\t\t};\n\n\t\t_gsDefine.globals = _globals;\n\n\n\n/*\n * ----------------------------------------------------------------\n * Ease\n * ----------------------------------------------------------------\n */\n\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\tthis._func = func;\n\t\t\t\tthis._type = type || 0;\n\t\t\t\tthis._power = power || 0;\n\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t}, true),\n\t\t\t_easeMap = Ease.map = {},\n\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\ti = na.length,\n\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\te, name, j, type;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tname = na[i];\n\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\tj = ta.length;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\tp = Ease.prototype;\n\t\tp._calcEnd = false;\n\t\tp.getRatio = function(p) {\n\t\t\tif (this._func) {\n\t\t\t\tthis._params[0] = p;\n\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t}\n\t\t\tvar t = this._type,\n\t\t\t\tpw = this._power,\n\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\tif (pw === 1) {\n\t\t\t\tr *= r;\n\t\t\t} else if (pw === 2) {\n\t\t\t\tr *= r * r;\n\t\t\t} else if (pw === 3) {\n\t\t\t\tr *= r * r * r;\n\t\t\t} else if (pw === 4) {\n\t\t\t\tr *= r * r * r * r;\n\t\t\t}\n\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t};\n\n\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\ti = a.length;\n\t\twhile (--i > -1) {\n\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t}\n\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\n\n/*\n * ----------------------------------------------------------------\n * EventDispatcher\n * ----------------------------------------------------------------\n */\n\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\tthis._listeners = {};\n\t\t\tthis._eventTarget = target || this;\n\t\t});\n\t\tp = EventDispatcher.prototype;\n\n\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\tpriority = priority || 0;\n\t\t\tvar list = this._listeners[type],\n\t\t\t\tindex = 0,\n\t\t\t\tlistener, i;\n\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (list == null) {\n\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t}\n\t\t\ti = list.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlistener = list[i];\n\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\tindex = i + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t};\n\n\t\tp.removeEventListener = function(type, callback) {\n\t\t\tvar list = this._listeners[type], i;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.dispatchEvent = function(type) {\n\t\t\tvar list = this._listeners[type],\n\t\t\t\ti, t, listener;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\tif (i > 1) {\n\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t}\n\t\t\t\tt = this._eventTarget;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener) {\n\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * Ticker\n * ----------------------------------------------------------------\n */\n \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t_lastUpdate = _getTime();\n\n\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\ti = a.length;\n\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t}\n\n\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\tvar _self = this,\n\t\t\t\t_startTime = _getTime(),\n\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t_lagThreshold = 500,\n\t\t\t\t_adjustedLag = 33,\n\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t_tick = function(manual) {\n\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t}\n\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t}\n\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t}\n\t\t\t\t};\n\n\t\t\tEventDispatcher.call(_self);\n\t\t\t_self.time = _self.frame = 0;\n\t\t\t_self.tick = function() {\n\t\t\t\t_tick(true);\n\t\t\t};\n\n\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t}\n\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t};\n\n\t\t\t_self.sleep = function() {\n\t\t\t\tif (_id == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t} else {\n\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t}\n\t\t\t\t_req = _emptyFunc;\n\t\t\t\t_id = null;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = false;\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t_self.wake = function(seamless) {\n\t\t\t\tif (_id !== null) {\n\t\t\t\t\t_self.sleep();\n\t\t\t\t} else if (seamless) {\n\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t}\n\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = true;\n\t\t\t\t}\n\t\t\t\t_tick(2);\n\t\t\t};\n\n\t\t\t_self.fps = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _fps;\n\t\t\t\t}\n\t\t\t\t_fps = value;\n\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t_self.wake();\n\t\t\t};\n\n\t\t\t_self.useRAF = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _useRAF;\n\t\t\t\t}\n\t\t\t\t_self.sleep();\n\t\t\t\t_useRAF = value;\n\t\t\t\t_self.fps(_fps);\n\t\t\t};\n\t\t\t_self.fps(fps);\n\n\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\tsetTimeout(function() {\n\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && (_doc || {}).visibilityState !== \"hidden\") {\n\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t}\n\t\t\t}, 1500);\n\t\t});\n\n\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\tp.constructor = gs.Ticker;\n\n\n/*\n * ----------------------------------------------------------------\n * Animation\n * ----------------------------------------------------------------\n */\n\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\tthis._timeScale = 1;\n\t\t\t\tthis._active = (vars.immediateRender === true);\n\t\t\t\tthis.data = vars.data;\n\t\t\t\tthis._reversed = (vars.reversed === true);\n\n\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\n\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\ttl.add(this, tl._time);\n\n\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\tthis.paused(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\tp = Animation.prototype;\n\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\tp._totalTime = p._time = 0;\n\t\tp._rawPrevTime = -1;\n\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\tp._paused = false;\n\n\n\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\tvar _checkTimeout = function() {\n\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && ((_doc || {}).visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\tif (t.unref) {\n\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\tt.unref();\n\t\t\t\t}\n\t\t\t};\n\t\t_checkTimeout();\n\n\n\t\tp.play = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(false).paused(false);\n\t\t};\n\n\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\tif (atTime != null) {\n\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.resume = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(false);\n\t\t};\n\n\t\tp.seek = function(time, suppressEvents) {\n\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t};\n\n\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t};\n\n\t\tp.reverse = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(true).paused(false);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t//stub - we override this method in subclasses.\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\tthis._initted = this._gc = false;\n\t\t\tthis._rawPrevTime = -1;\n\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\tthis._enabled(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.isActive = function() {\n\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\tstartTime = this._startTime,\n\t\t\t\trawTime;\n\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - 0.0000001));\n\t\t};\n\n\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tthis._gc = !enabled;\n\t\t\tthis._active = this.isActive();\n\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n\t\tp._kill = function(vars, target) {\n\t\t\treturn this._enabled(false, false);\n\t\t};\n\n\t\tp.kill = function(vars, target) {\n\t\t\tthis._kill(vars, target);\n\t\t\treturn this;\n\t\t};\n\n\t\tp._uncache = function(includeSelf) {\n\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\twhile (tween) {\n\t\t\t\ttween._dirty = true;\n\t\t\t\ttween = tween.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._swapSelfInParams = function(params) {\n\t\t\tvar i = params.length,\n\t\t\t\tcopy = params.concat();\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\tcopy[i] = this;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t\tp._callback = function(type) {\n\t\t\tvar v = this.vars,\n\t\t\t\tcallback = v[type],\n\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\tl = params ? params.length : 0;\n\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t}\n\t\t};\n\n//----Animation getters/setters --------------------------------------------------------\n\n\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\tvar v = this.vars;\n\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\treturn v[type];\n\t\t\t\t}\n\t\t\t\tif (callback == null) {\n\t\t\t\t\tdelete v[type];\n\t\t\t\t} else {\n\t\t\t\t\tv[type] = callback;\n\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t}\n\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.delay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._delay;\n\t\t\t}\n\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t}\n\t\t\tthis._delay = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tthis._duration = this._totalDuration = value;\n\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tthis._dirty = false;\n\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._totalTime;\n\t\t\t}\n\t\t\tif (this._timeline) {\n\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t}\n\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\tvar duration = this.duration();\n\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t};\n\n\t\tp.startTime = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._startTime;\n\t\t\t}\n\t\t\tif (value !== this._startTime) {\n\t\t\t\tthis._startTime = value;\n\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.endTime = function(includeRepeats) {\n\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t};\n\n\t\tp.timeScale = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._timeScale;\n\t\t\t}\n\t\t\tvar pauseTime, t;\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t}\n\t\t\tthis._timeScale = value;\n\t\t\tt = this.timeline;\n\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\tt._dirty = true;\n\t\t\t\tt.totalDuration();\n\t\t\t\tt = t.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.reversed = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._reversed;\n\t\t\t}\n\t\t\tif (value != this._reversed) {\n\t\t\t\tthis._reversed = value;\n\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._paused;\n\t\t\t}\n\t\t\tvar tl = this._timeline,\n\t\t\t\traw, elapsed;\n\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\traw = tl.rawTime();\n\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t}\n\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\tthis._paused = value;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._gc && !value) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * SimpleTimeline\n * ----------------------------------------------------------------\n */\n\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\tAnimation.call(this, 0, vars);\n\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t});\n\n\t\tp = SimpleTimeline.prototype = new Animation();\n\t\tp.constructor = SimpleTimeline;\n\t\tp.kill()._gc = false;\n\t\tp._first = p._last = p._recent = null;\n\t\tp._sortChildren = false;\n\n\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\tvar prevTween, st;\n\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\tchild._pauseTime = this.rawTime() - (child._timeline.rawTime() - child._pauseTime);\n\t\t\t}\n\t\t\tif (child.timeline) {\n\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t}\n\t\t\tchild.timeline = child._timeline = this;\n\t\t\tif (child._gc) {\n\t\t\t\tchild._enabled(true, true);\n\t\t\t}\n\t\t\tprevTween = this._last;\n\t\t\tif (this._sortChildren) {\n\t\t\t\tst = child._startTime;\n\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (prevTween) {\n\t\t\t\tchild._next = prevTween._next;\n\t\t\t\tprevTween._next = child;\n\t\t\t} else {\n\t\t\t\tchild._next = this._first;\n\t\t\t\tthis._first = child;\n\t\t\t}\n\t\t\tif (child._next) {\n\t\t\t\tchild._next._prev = child;\n\t\t\t} else {\n\t\t\t\tthis._last = child;\n\t\t\t}\n\t\t\tchild._prev = prevTween;\n\t\t\tthis._recent = child;\n\t\t\tif (this._timeline) {\n\t\t\t\tthis._uncache(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tif (tween.timeline === this) {\n\t\t\t\tif (!skipDisable) {\n\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t}\n\n\t\t\t\tif (tween._prev) {\n\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t}\n\t\t\t\tif (tween._next) {\n\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t}\n\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t}\n\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar tween = this._first,\n\t\t\t\tnext;\n\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t};\n\n\t\tp.rawTime = function() {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\treturn this._totalTime;\n\t\t};\n\n/*\n * ----------------------------------------------------------------\n * TweenLite\n * ----------------------------------------------------------------\n */\n\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\n\t\t\t\tif (target == null) {\n\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t}\n\n\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\n\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\ti, targ, targets;\n\n\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\n\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that