anchor.diff:  				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()
  
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(unsimulated_tiles)
  			var/moved_air = ShareSpace(air,unsimulated_tiles)
  
  			if(moved_air > vsc.airflow_lightest_pressure)
  				AirflowSpace(src)
  
  