anchor.diff:  
   	var/launch_status = NOLAUNCH
   
  +	///Whether or not you want your ship to knock people down, and also whether it will throw them several tiles upon launching.
   	var/list/movement_force = list("KNOCKDOWN" = 3, "THROW" = 0)
   
   	var/list/ripples = list()
  -	var/engine_coeff = 1 //current engine coeff
  -	var/current_engines = 0 //current engine power
  -	var/initial_engines = 0 //initial engine power
  +	var/engine_coeff = 1
  +	var/current_engines = 0
  +	var/initial_engines = 0
   	var/list/engine_list = list()
  -	var/can_move_docking_ports = FALSE //if this shuttle can move docking ports other than the one it is docked at
  +	///if this shuttle can move docking ports other than the one it is docked at
  +	var/can_move_docking_ports = FALSE
   	var/list/hidden_turfs = list()
   
   /obj/docking_port/mobile/proc/register()
  
positive.code: 
  	var/list/shuttle_areas
  
  	var/timer						//used as a timer (if you want time left to complete move, use timeLeft proc)
  	var/last_timer_length
  
  	var/mode = SHUTTLE_IDLE			//current shuttle mode
  	var/callTime = 100				//time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
  	var/ignitionTime = 55			// time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
  	var/rechargeTime = 0		// time spent after arrival before being able to begin ignition
  	var/prearrivalTime = 0		// time spent after transit 'landing' before actually arriving
  
  	// The direction the shuttle prefers to travel in
  	var/preferred_direction = NORTH
  	// And the angle from the front of the shuttle to the port
  	var/port_direction = NORTH
  
  	var/obj/docking_port/stationary/destination
  
negative.code: 
  	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
  	anchored = TRUE
  	/// The identifier of the port or ship.
  	/// This will be used in numerous other places like the console,
  	/// stationary ports and whatnot to tell them your ship's mobile
  	/// port can be used in these places, or the docking port is compatible, etc.
  	var/id
  	///Common standard is for this to point -away- from the dockingport door, ie towards the ship
  	dir = NORTH
  	///size of covered area, perpendicular to dir. You shouldn't modify this for mobile dockingports, set automatically.
  	var/width = 0
  	///size of covered area, parallel to dir. You shouldn't modify this for mobile dockingports, set automatically.
  	var/height = 0
  	///position relative to covered area, perpendicular to dir. You shouldn't modify this for mobile dockingports, set automatically.
  	var/dwidth = 0
  	///position relative to covered area, parallel to dir. You shouldn't modify this for mobile dockingports, set automatically.
  	var/dheight = 0
  
  	var/area_type
  	///are we invisible to shuttle navigation computers?
  	var/hidden = FALSE
  
  	///Delete this port after ship fly off.
  	var/delete_after = FALSE
  
  	//these objects are indestructible
  /obj/docking_port/Destroy(force)
  