 				var filteredControls:Vector.<BindingInfo> = filterGamepadControls(deviceControlInfo.id, deviceIndex);
 				var idx:int;
 				var activations:Vector.<BindingInfo>;
+				// Considers activated if past the middle threshold between min/max values (allows analog controls to be treated as digital)
 				var isActivated:Boolean = control.value > control.minValue + (control.maxValue - control.minValue) / 2;
 
 				for (var i:int = 0; i < filteredControls.length; i++) {

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

	public function get value():Number {
		val = NaN;
		for (iis in sensitiveValues) {
			// NOTE: this will be a problem if two axis control the same action, since +1 is not necessarily better than -1
			if (isNaN(val) || sensitiveValues[iis] > val) val = sensitiveValues[iis];
		}
		return val;
	}
}

		}

		public function getActionValue(__action:String):Number {
			return actionsActivations.hasOwnProperty(__action) ? (actionsActivations[__action] as ActivationInfo).getValue() : 0;
		}

		/**
