 		private var gameInputDeviceDefinitions:Vector.<AutoGamepadInfo>;
 
 		private static var gameInput:GameInput;
-
 
 		// Properties to avoid allocations
 		private var mi:Number;											// Used in map()


	public function ActivationInfo() {
		activations = new Vector.<BindingInfo>();
		sensitiveValues = new Dictionary();
	}

	// ================================================================================================================

						// A sensitive binding, send changed value signals instead

						// Dispatches signal
						activationInfo.addSensitiveValue(filteredControls[i].action, map(control.value, control.minValue, control.maxValue, deviceControlInfo.min, deviceControlInfo.max, true), deviceIndex);
						_onSensitiveActionChanged.dispatch(filteredControls[i].action, activationInfo.getValue());
					} else {
						// A standard action binding, send activated/deactivated signals
