anchor.diff:  
   	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
  -	// this should point -away- from the dockingport door, ie towards the ship
  +	///Common standard is for this to 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
  +	///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
  -	var/hidden = FALSE //are we invisible to shuttle navigation computers?
  -
  -	var/delete_after = FALSE ///Delete this port after ship fly off.
  +	///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)
  
positive.code: 
  	var/launch_status = NOLAUNCH
  
  	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/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
  	var/list/hidden_turfs = list()
  
  /obj/docking_port/mobile/proc/register()
  
negative.code: 
  	var/list/shuttle_areas
  
  	///used as a timer (if you want time left to complete move, use timeLeft proc)
  	var/timer
  	var/last_timer_length
  	///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
  	/// 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
  