anchor.diff:  			if(air && Z.air)
   				//Ensure we're not doing pointless calculations on equilibrium zones.
   				var/moles_delta = abs(air.total_moles() - Z.air.total_moles())
  -				if(moles_delta > 0.1)
  -					// Only play a sound effect every once in a while
  -					if(playsound_cooldown <= world.time)
  -						// Play a nice sound effect at one of the bordering turfs
  -
  -						playsound_cooldown = world.time + rand(30, 70)
  -
  -						var/turf/random_border = pick(contents)
  -						play_wind_sound(random_border, abs(moles_delta))
   				if(moles_delta > 0.1 || abs(air.temperature - Z.air.temperature) > 0.1)
   					if(abs(Z.air.return_pressure() - air.return_pressure()) > vsc.airflow_lightest_pressure)
   						Airflow(src,Z)
  
positive.code: 				if(istype(T) && T.zone && S.CanPass(null, T, 0, 0))
  					T.zone.AddTurf(S)
  
  
  proc/play_wind_sound(var/turf/random_border, var/n)
  	if(random_border)
  		var/windsound = 'sound/effects/wind/wind_2_1.ogg'
  		switch(n)
  			if(31 to 40)
  				windsound = pick('sound/effects/wind/wind_2_1.ogg', 'sound/effects/wind/wind_2_2.ogg')
  			if(41 to 50)
  				windsound = pick('sound/effects/wind/wind_3_1.ogg')
  			if(51 to 60)
  				windsound = pick('sound/effects/wind/wind_4_1.ogg', 'sound/effects/wind/wind_4_2.ogg')
  			if(61 to 1000000)
  				windsound = pick('sound/effects/wind/wind_5_1.ogg')
  
  		playsound(random_border, windsound, 50, 1, 1)
  
  //UNUSED
  /*
  zone/proc/connected_zones()
  
negative.code: 		list/unsimulated_tiles // Any space tiles in this list will cause air to flow out.
  		last_update = 0
  		progress = "nothing"
  
  
  //CREATION AND DELETION
  