anchor.diff:  
   	var/list/shuttle_areas
   
  -	var/timer						//used as a timer (if you want time left to complete move, use timeLeft proc)
  +	///used as a timer (if you want time left to complete move, use timeLeft proc)
  +	var/timer
   	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
  +	///current shuttle mode
  +	var/mode = SHUTTLE_IDLE
  +	///time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
  +	var/callTime = 100
  +	/// time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
  +	var/ignitionTime = 55
  +	/// time spent after arrival before being able to begin ignition
  +	var/rechargeTime = 0
  +	/// time spent after transit 'landing' before actually arriving
  +	var/prearrivalTime = 0
  +
  +	/// The direction the shuttle prefers to travel in, ie what direction
  +	/// the animation will cause it to appear to be traveling in
   	var/preferred_direction = NORTH
  -	// And the angle from the front of the shuttle to the port
  +	/// relative direction of the docking port from the front of the shuttle
  +	/// NORTH is towards front, EAST would be starboard side, WEST port, etc.
   	var/port_direction = NORTH
   
   	var/obj/docking_port/stationary/destination
  
positive.code: 
  	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
  	anchored = TRUE
  //
  	var/id
  	// this should point -away- from the dockingport door, ie towards the ship
  	dir = NORTH
  	var/width = 0	//size of covered area, perpendicular to dir
  	var/height = 0	//size of covered area, parallel to dir
  	var/dwidth = 0	//position relative to covered area, perpendicular to dir
  	var/dheight = 0	//position relative to covered area, parallel to dir
  
  	var/area_type
  	var/hidden = FALSE //are we invisible to shuttle navigation computers?
  
  	var/delete_after = FALSE ///Delete this port after ship fly off.
  
  	//these objects are indestructible
  /obj/docking_port/Destroy(force)
  
negative.code: 
  	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
  	var/current_engines = 0
  	var/initial_engines = 0
  	var/list/engine_list = list()
  	///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()
  