 		 *
 		 * @param action		An arbitrary String id identifying the action that should be dispatched once this
 		 *						input combination is detected.
-		 * @param controlId		The id code of a GameInput contol, as an String. Use one of the constants from
+		 * @param controlId		The id code of a GameInput control, as an String. Use one of the constants from
 		 *						<code>GamepadControls</code>.
 		 * @param gamepadIndex	The int of the gamepad that you want to restrict this action to. Use 0 for the
-		 *						first gamepad (player 1), 1 for the second one, and so on. If a value of -1 or
-		 *						<code>NaN</code> is passed, the gamepad index is never taken into consideration
-		 *						when detecting whether the passed action should be fired.
+		 *						first gamepad (player 1), 1 for the second one, and so on. If the default value
+		 *						is passed, the gamepad index is never taken into consideration when detecting
+		 *						whether the passed action should be fired.
 		 *
 		 * <p>Examples:</p>
 		 *

		 * @param action		An arbitrary String id identifying the action that should be dispatched once this
		 *						key combination is detected.
		 * @param keyCode		The code of a key, as expressed in AS3's Keyboard constants.
		 * @param keyLocation	The code of a key's location, as expressed in AS3's KeyLocation constants. If a
		 *						value of -1 or <code>NaN</code> is passed, the key location is never taken into
		 *						consideration when detecting whether the passed action should be fired.
		 *
		 * @see flash.ui.Keyboard

		 * Removes an action bound to a game controller button, trigger, or axis.
		 *
		 * @param action		An arbitrary String id identifying the action that should be no longer bound.
		 * @param controlId		The id code of a GameInput control, as an String. Use one of the constants from
		 *						<code>GamepadControls</code>.
		 * @param gamepadIndex	The int of the gamepad that you want to restrict this action to. Use 0 for the
		 *						first gamepad (player 1), 1 for the second one, and so on. If the default value
		 *						is passed, the gamepad index is never taken into consideration when detecting
		 *						whether the passed action should be fired.
		 *
		 * @see GamepadControls
		 * @see #addGamepadActionBinding()
		 */
		public function removeGamepadActionBinding(__action:String, __controlId:String, __gamepadIndex:int = GAMEPAD_INDEX_ANY):void {
			var bindingsToRemove:Vector.<BindingInfo> = new <BindingInfo>[];
