 		activationGamepadIndexes.length = 0;
 	}
 
-	public function addSensitiveValue(__actionId:String, __value:Number, __gamepadIndex:int = -1):void {
+	public function addSensitiveValue(__actionId:String, __value:Number, __gamepadIndex:int = KeyActionBinder.GAMEPAD_INDEX_ANY):void {
 		sensitiveValues[__actionId] = __value;
 		sensitiveValuesGamepadIndexes[__actionId] = __gamepadIndex;
 	}
 
-	public function getValue(__gamepadIndex:int = -1):Number {
+	public function getValue(__gamepadIndex:int = KeyActionBinder.GAMEPAD_INDEX_ANY):Number {
 		iiv = NaN;
 		for (iis in sensitiveValues) {
 			// NOTE: this may be a problem if two different axis control the same action, since -1 is not necessarily better than +0.5

		}
	}

	public function getNumActivations(__timeToleranceSeconds:Number = 0, __gamepadIndex:int = -1):int {
		// If not time-sensitive, just return it
		if ((__timeToleranceSeconds <= 0 && __gamepadIndex < 0) || activations.length == 0) return activations.length;
		// Otherwise, actually check for activation time and gamepad index

	// ================================================================================================================
	// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------

	public function addActivation(__bindingInfo:BindingInfo, __gamepadIndex:int = KeyActionBinder.GAMEPAD_INDEX_ANY):void {
		activations.push(__bindingInfo);
		activationGamepadIndexes.push(__gamepadIndex);
	}
