| Function Summary | 
|  void | CallCommand(string currentScript) | 
|  void | CallNewDirector(string DirectorName) | 
|  string | CutOutWord(string Word, string Message)
 //Takes "word" out of "message" and returns the new string.
 | 
|  void | ExecuteChangeLevel(string Command)
 //*******************************************************************
//ChangeLevel Stuff
//*******************************************************************
 | 
|  void | ExecuteLoop(string Command)
 //*******************************************************************
//Loop Stuff
//*******************************************************************
 | 
|  void | ExecuteNextCommand()
 //Grab the next command from the script and execute it.
 | 
|  Actor | FindActor(string ActorName) | 
|  Pawn | FindPawn(string PawnName)
 //*******************************************************************
//Finding Stuff
//*******************************************************************
 | 
|  string | GetFirstWord(String Message)
 //This returns the first word (everything before the first space) of 
//the string it is given.
 | 
|  void | GoBackToMyTrailer()
 //This function is called when the Director has finished all the 
//commands for its script, but there is still stuff in the level
//that needs to occur.
 | 
|  void | GoBackToWaiting() | 
|  void | LoadModules() | 
|  void | postBeginPlay()
 //States are kind of like subclasses of the current class.  When an
//object goes into a new state, its functions can be overridden, so
//its behavior can change tottally, even though it is still the same
//objet.  It also, starting at "Begin:" runs through a series of 
//sequential commands that can have more headers and be looped.
//
//In this case, the director starts out waiting for bRolling to be
//true so it can start executing commands.  When this happens it goes
//to state Rolling which does all the checks for waiting on pawns and
//cameras, and executes a command if possible.
 | 
|  string | tokenize(out string, string delim) |