how do I referance an object to take control of it if it is disabled.?

// ControlManager.

#pragma strict
#pragma implicit
#pragma downcast

private	var contObjs:ArrayList = new ArrayList();

static var instance:ControlManager;

public	var rayDepth		: float				= 3;
public	var hitLayer		: LayerMask;

private	var activeRay		: Ray;
private	var hitInfo			: RaycastHit;

public	var defaultObj		: GameObject;
private	var currObj			: GameObject;
private	var lastObj			: GameObject;
private	var	currObjCam		: Camera;
private	var	currObjCamLstnr	: AudioListener;
private	var	contObjCam		: Camera;
private	var	contObjCamLstnr	: AudioListener;

function Awake()
{
	// make the instance available if one isn't already
	if(instance == null)
	{
		instance = this;
	}
	else
	{
		Destroy(gameObject);
	}
	
	DontDestroyOnLoad(this);
}

function Start ()
{
	currObj = defaultObj;
	ActivateControl(defaultObj);
}

function Update ()
{
	// If the Take Control button is pressed ...
	if (Input.GetButtonDown("TakeControl"))
	{
		// Cast a ray.
		activeRay = currObj.GetComponentInChildren.<Camera>().camera.ScreenPointToRay(Vector3(Screen.width / 2, Screen.height / 2, 0));
		if(Physics.Raycast(activeRay.origin, activeRay.direction, hitInfo, rayDepth, hitLayer))
		{
			// If there is a collider ...
			if(hitInfo.collider)
			{
				// If the collider object is a Controllable Object ...
				if(hitInfo.collider.gameObject.tag == "ControllableObject")
				{
					//Debug.Log("hitInfo.collider.transform.root.gameObject : " + hitInfo.collider.transform.root.gameObject);
					// Take Control of Colliding Object.
					ActivateControl(hitInfo.collider.transform.root.gameObject);
					
					// Take Control of Colliding Object.
					hitInfo.collider.transform.root.gameObject.BroadcastMessage
						("TakeControl", 0, SendMessageOptions.DontRequireReceiver);
				}
			}
		}
	}
}

// Adds a Controllable Object to the list.
function Register(contObj:GameObject)
{	
	// Only add to the Object if it isn't already been added.
	if(!contObjs.Contains(contObj))
	{
		Debug.Log("Adding : " + contObj + " : to the Controllable Objects List.");
		contObjs.Add(contObj);
	}
	
	/*
		for(var i:int = 0; i < contObjs.Count; i++)
		{
			Debug.Log("Controllable Object List   : " + contObjs*);*

_ if(contObjs == contObj)_
_ contObj = contObjs*;
}*_

_ /
}*_

// Activate Game Object. ControlManager.instance.ActivateControl(GameObject);
function ActivateControl(contObj:GameObject)
{
* // If there is a Controllable Object, Activate Controllable Object.*
* if(contObj)*
* {*
* //Debug.Log("contObj : " + contObj);*

* contObjCam = contObj.GetComponentInChildren.().camera;*
* contObjCamLstnr = contObj.GetComponentInChildren.().GetComponent(AudioListener);*

* // If there is a Current Game Object, Deactivate Current Game Object.*
* if(currObj)*
* {*
* lastObj = currObj;*

* currObjCam = currObj.GetComponentInChildren.().camera;*
* currObjCamLstnr = currObj.GetComponentInChildren.().GetComponent(AudioListener);*

* Debug.Log("Deactivate Object : " + currObj);*
* Debug.Log("Deactivate Camera : " + currObjCam);*
* Debug.Log("Deactivate Listener : " + currObjCamLstnr);*

* currObjCam.enabled = false;*
* currObjCamLstnr.enabled = false;*

* currObj.SetActiveRecursively(false);*
* }*

* Debug.Log("Activate Object : " + contObj);*
* Debug.Log("Activate Camera : " + contObjCam);*
* Debug.Log("Activate Listener : " + contObjCamLstnr);*

* contObj.SetActiveRecursively(true);*

* contObjCam.enabled = true;*
* contObjCamLstnr.enabled = true;*

* currObj = contObj;*
* }*
}

// The ‘Null Reference Exception’ error occurs when I call the next 2 functions.
function ActivateLastObject()
*{ *
* Debug.Log("Control Manager Activating Last Object … : " + lastObj);*
* ActivateControl(lastObj);*
}

function ActivateDefaultObject()
*{ *
* Debug.Log("Control Manager Activating Default Object … : " + defaultObj);*
* ActivateControl(defaultObj);*
}

lol, sorry to wast your time, I fixed it. Thank you.