 		 *
 		 * // L2/LT to shoot, regardless of whether it is sensitive or not
 		 * myBinder.addGamepadActionBinding("shoot", GamepadControls.LT);
+		 *
+		 * // L2/LT to accelerate, depending on how much it is pressed (if supported)
+		 * myBinder.addGamepadActionBinding("accelerate", GamepadControls.LT);
+		.*
+		 * // Direction pad left to move left or right
+		 * myBinder.addGamepadActionBinding("move-sides", GamepadControls.STICK_LEFT_X);
+		 *
 		 * </pre>
 		 *
 		 * @see GamepadControls
 		 * @see #isActionActivated()
+		 * @see #getActionValue()
 		 */
 		public function addGamepadActionBinding(__action:String, __controlId:String, __gamepadIndex:int = -1):void {
 			// Create a binding to be verified later
 			bindings.push(new BindingInfo(__action, new GamepadBinding(__controlId, __gamepadIndex >= 0 ? __gamepadIndex : GamepadBinding.GAMEPAD_INDEX_ANY)));
-			prepareAction(__action);
-		}
-
-		/**
-		 * Add a sensitive action bound to a game controller button, trigger, or axis. When a control of id
-		 * <code>controlId</code> is pressed, the desired action receives a value. Optionally, keys can be
-		 * restricted to a specific game controller location.
-		 *
-		 * @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 contol, 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.
-		 *
-		 * <p>Examples:</p>
-		 *
-		 * <pre>
-		 * // Direction pad left to move left or right
-		 * myBinder.addGamepadSensitiveActionBinding("move-sides", GamepadControls.STICK_LEFT_X);
-		 *
-		 * // L2/LT to accelerate, depending on how much it is pressed
-		 * myBinder.addGamepadSensitiveActionBinding("accelerate", GamepadControls.LT);
-		 * </pre>
-		 *
-		 * @see GamepadControls
-		 * @see #getActionValue()
-		 */
-		public function addGamepadSensitiveActionBinding(__action:String, __controlId:String, __gamepadIndex:int = -1):void {
-			// Create a binding to be verified later
-			bindings.push(new BindingInfo(__action, new GamepadSensitiveBinding(__controlId, __gamepadIndex >= 0 ? __gamepadIndex : GamepadBinding.GAMEPAD_INDEX_ANY)));
 			prepareAction(__action);
 		}
 

		controls = {};
		controlsSplit = {};
		keys = new Vector.<AutoGamepadControlKeyInfo>();
	}
}


		 * </pre>
		 *
		 * @see GamepadControls
		 * @see #addGamepadActionBinding()
		 * @see #isActionActivated()
		 */
		public function getActionValue(__action:String, __gamepadIndex:int = -1):Number {
