function progressCall(activeCall) {
    var callback = activeCall.progress || activeCall.options.progress;
    if (callback) {
        try {
            var elements = activeCall.elements,
                percentComplete = activeCall.percentComplete,
                options = activeCall.options,
                tweenValue = activeCall.tween;
            callback.call(elements, elements, percentComplete, Math.max(0, activeCall.timeStart + (activeCall.duration != null ? activeCall.duration : options.duration != null ? options.duration : defaults$1.duration) - lastTick), tweenValue !== undefined ? tweenValue : String(percentComplete * 100), activeCall);
        } catch (error) {
            setTimeout(function () {
                throw error;
            }, 1);
        }
    }
}
Call the progress method of an animation in a separate function so it can
benefit from JIT compiling while still having a try/catch block.