function callComplete(activeCall) {
    var callback = activeCall.complete || activeCall.options.complete;
    if (callback) {
        try {
            var elements = activeCall.elements;
            callback.call(elements, elements, activeCall);
        } catch (error) {
            setTimeout(function () {
                throw error;
            }, 1);
        }
    }
}
Call the complete method of an animation in a separate function so it can
benefit from JIT compiling while still having a try/catch block.