anchor.diff:  		if(unsimulated_tiles)
   			var/moved_air = ShareSpace(air,unsimulated_tiles)
   
  -			// 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(moved_air))
  -
   			if(moved_air > vsc.airflow_lightest_pressure)
   				AirflowSpace(src)
   
  
positive.code: 		list/unsimulated_tiles // Any space tiles in this list will cause air to flow out.
  		last_update = 0
  		progress = "nothing"
  
  		// To make sure you're not spammed to death by airflow sound effects
  		tmp/playsound_cooldown = 0
  
  
  //CREATION AND DELETION
  
negative.code: 				if(istype(T) && T.zone && S.CanPass(null, T, 0, 0))
  					T.zone.AddTurf(S)
  
  //UNUSED
  /*
  zone/proc/connected_zones()
  