 			for (var i:int = 0; i < filteredControls.length; i++) {
 				activationInfo = actionsActivations[filteredControls[i].action] as ActivationInfo;
 
-				if (filteredControls[i].binding is GamepadSensitiveBinding) {
-					// A sensitive binding, send changed value signals instead
-
-					// Dispatches signal
-					activationInfo.addSensitiveValue(filteredControls[i].action, __mappedValue, __gamepadIndex);
-					_onSensitiveActionChanged.dispatch(filteredControls[i].action, activationInfo.getValue());
-				} else {
-					// A standard action binding, send activated/deactivated signals
-
-					if (filteredControls[i].isActivated != isActivated) {
-						// Value changed
-						filteredControls[i].isActivated = isActivated;
-						if (isActivated) {
-							// Marks as pressed
-							filteredControls[i].lastActivatedTime = getTimer();
-
-							// Add this activation to the list of current activations
-							activationInfo.addActivation(filteredControls[i], __gamepadIndex);
-
-							// Dispatches signal
-							if (activationInfo.getNumActivations() == 1) _onActionActivated.dispatch(filteredControls[i].action);
-						} else {
-							// Marks as released
-
-							// Removes this activation from the list of current activations
-							activationInfo.removeActivation(filteredControls[i]);
-
-							// Dispatches signal
-							if (activationInfo.getNumActivations() == 0) _onActionDeactivated.dispatch(filteredControls[i].action);
+				// Treating as a sensitive binding: send changed value signals
+
+				// Dispatches signal
+				activationInfo.addSensitiveValue(filteredControls[i].action, __mappedValue, __gamepadIndex);
+				_onActionValueChanged.dispatch(filteredControls[i].action, activationInfo.getValue());
+
+				// Treating as a standard action binding: send activated/deactivated signals
+
+				if (filteredControls[i].isActivated != isActivated) {
+					// Value changed
+					filteredControls[i].isActivated = isActivated;
+					if (isActivated) {
+						// Marks as pressed
+						filteredControls[i].lastActivatedTime = getTimer();
+
+						// Add this activation to the list of current activations
+						activationInfo.addActivation(filteredControls[i], __gamepadIndex);
+
+						// Dispatches signal
+						if (activationInfo.getNumActivations() == 1) _onActionActivated.dispatch(filteredControls[i].action);
+					} else {
+						// Marks as released
+
+						// Removes this activation from the list of current activations
+						activationInfo.removeActivation(filteredControls[i]);
+
+						// Dispatches signal
+						if (activationInfo.getNumActivations() == 0) _onActionDeactivated.dispatch(filteredControls[i].action);
 						}
 					}
-				}
 			}
 		}
 

		// CONSTRUCTOR ----------------------------------------------------------------------------------------------------

		public function KeyActionBinder() {
			alwaysPreventDefault = true;
			bindings = new Vector.<BindingInfo>();
			actionsActivations = {};

			_onActionActivated = new SimpleSignal();
			_onActionDeactivated = new SimpleSignal();
			_onSensitiveActionChanged = new SimpleSignal();

			start();
		}

}

/**
 * Information on platforms that are automatically mapped
 */
class AutoPlatformInfo {
