 		 * 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 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.
 		 *
 		 * @see GamepadControls
 		 * @see #addGamepadActionBinding()
-		 * @see #isActionActivated()
-		 * @see #getActionValue()
 		 */
 		public function removeGamepadActionBinding(__action:String, __controlId:String, __gamepadIndex:int = GAMEPAD_INDEX_ANY):void {
 			var bindingsToRemove:Vector.<BindingInfo> = new <BindingInfo>[];

			for (i = 0; i < gameInputDeviceDefinitions.length; i++) {
				if (gameInputDeviceDefinitions[i] != null) {
					for (j = 0; j < gameInputDeviceDefinitions[i].keys.length; j++) {
						if (gameInputDeviceDefinitions[i].keys[j].keyCode == __e.keyCode && (gameInputDeviceDefinitions[i].keys[j].keyLocation == -1 || gameInputDeviceDefinitions[i].keys[j].keyLocation == __e.keyLocation)) {
							// This key's code and location matches the pressed key, inject the press event
							interpretGameInputControlChanges(gameInputDeviceDefinitions[i].keys[j].id, gameInputDeviceDefinitions[i].keys[j].max, gameInputDeviceDefinitions[i].keys[j].min, gameInputDeviceDefinitions[i].keys[j].max, i);
							return;

		 *
		 * @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 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.
		 *
		 * <p>Examples:</p>
		 *
