I know this isn't the desired behavior (you want to interrupt the
timeline) but if this performs gracefully then your hypothesis that
the old timeline is somehow being restored might be correct.
Personally, I'd make a log file which dumps out the object ID of each
sprite's timeline at each time tick. Then you can see if old timelines
are somehow being restored.
Or possibly call getNumTimelines() every time tick and make sure that
the the number is what you'd expect (e.g., old one's aren't being
re-added, or new ones added twice).
Sorry, but I'm afraid I don't have any really insightful ideas on
this. Just throwing out ideas.
-->Seth
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