Index: code/parse/lua.cpp
===================================================================
--- code/parse/lua.cpp	(revision 10927)
+++ code/parse/lua.cpp	(working copy)
@@ -3,6 +3,7 @@
 #include "asteroid/asteroid.h"
 #include "camera/camera.h"
 #include "cfile/cfilesystem.h"
+#include "cutscene/movie.h"
 #include "debris/debris.h"
 #include "cmdline/cmdline.h"
 #include "freespace2/freespace.h"
@@ -15567,7 +15568,19 @@
 	return ADE_RETURN_TRUE;
 }
 
+ADE_FUNC(playCutscene, l_Testing, NULL, "Forces a cutscene by the specified filename string to play. Should really only be used in a non-gameplay state (i.e. start of GS_STATE_BRIEFING) otherwise odd side effects may occur. Highly Experimental.", "string", NULL)
+{
+	//This whole thing is a quick hack and can probably be done way better, but is currently functioning fine for my purposes.
+	char *filename;
 
+	if (!ade_get_args(L, "s", &filename))
+		return ADE_RETURN_FALSE;
+
+	movie_play(filename);
+
+	return ADE_RETURN_TRUE;
+}
+
 // *************************Helper functions*********************
 //WMC - This should be used anywhere that an 'object' is set, so
 //that scripters can get access to as much relevant data to that