 		 * @see #getActionValue()
 		 */
 		public function isActionActivated(__action:String, __timeToleranceSeconds:Number = 0, __gamepadIndex:int = -1):Boolean {
-			return actionsActivations.hasOwnProperty(__action) && (actionsActivations[__action] as ActivationInfo).getNumActivations(__timeToleranceSeconds) > 0;
+			return actionsActivations.hasOwnProperty(__action) && (actionsActivations[__action] as ActivationInfo).getNumActivations(__timeToleranceSeconds, __gamepadIndex) > 0;
 		}
 
 		/**

class ActivationInfo {

	private var activations:Vector.<BindingInfo>;			// All activated bindings
	private var sensitiveValues:Dictionary;					// Dictionary with IBinding

	// Temp vars to avoid garbage collection
	private var iiv:Number;									// Value buffer

		 * @see #addGamepadSensitiveActionBinding()
		 * @see #isActionActivated()
		 */
		public function getActionValue(__action:String, __gamepadIndex:int = -1):Number {
			return actionsActivations.hasOwnProperty(__action) ? (actionsActivations[__action] as ActivationInfo).getValue(__gamepadIndex) : 0;
		}

		/**
