 			return _isRunning;
 		}
 
+		public function get alwaysPreventDefault():Boolean {
+			return _alwaysPreventDefault;
+		}
+
+		public function set alwaysPreventDefault(__value:Boolean):void {
+			// TODO: this is a dumb getter/setter just for ASDocs reasons
+			_alwaysPreventDefault = __value;
+		}
+
 		public function getNumDevices():uint {
 			return gameInputDevices.length;
 		}


		// Properties
		private var _isRunning:Boolean;
		private var alwaysPreventDefault:Boolean;						// If true, prevent action by other keys all the time (e.g. menu key)

		// Instances
		private var bindings:Vector.<BindingInfo>;						// Actual existing bindings, their action, and whether they're activated or not

				if ((actionsActivations[filteredKeys[i].action] as ActivationInfo).getNumActivations() == 0) _onActionDeactivated.dispatch(filteredKeys[i].action);
			}

			if (_alwaysPreventDefault) __e.preventDefault();

			// Check all current game input devices for a key injection definition that matches
			for (i = 0; i < gameInputDeviceDefinitions.length; i++) {
