 			prepareAction(__action);
 		}
 
-		public function addGamepadSensitiveActionBinding(__action:String, __controlId:String, __gamepadIndex:int = -1, __minValue:Number = 0, __maxValue:Number = 1):void {
+		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, __minValue, __maxValue)));
+			bindings.push(new BindingInfo(__action, new GamepadSensitiveBinding(__controlId, __gamepadIndex >= 0 ? __gamepadIndex : GamepadBinding.GAMEPAD_INDEX_ANY)));
 			prepareAction(__action);
 		}
 

				}

				gameInputDevices = null;
				removeGameInputDeviceEvents();

				_isRunning = false;

		 * @param action		An arbritrary 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
