anchor.diff:  				processing = 0
   
   		process_cell()
  +			//this proc does all the heavy lifting for individual tile processing
  +			//it shares with all of its neighbors, spreads fire, calls superconduction
  +			//and doesn't afraid of anything
  +
   			//check if we're skipping this tick
   			if (next_check > 0)
   				next_check--
  
positive.code: 						var/turf/simulated/enemy_tile = get_step(src, direction)
  						var/connection_difference = 0
  
  						if(istype(enemy_tile))
  							if(enemy_tile.archived_cycle < archived_cycle) //archive bordering tile information if not already done
  								enemy_tile.archive()
  
  							//check temperature difference to possibly refresh processing
  							//var/temperature_delta = abs(air.temperature-enemy_tile.air.temperature)
  							//var/temperature_trigger = (temperature_delta > MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND)
  
  							if(enemy_tile.parent && enemy_tile.parent.group_processing) //apply tile to group sharing
  								if(enemy_tile.parent.current_cycle < current_cycle)
  									if(enemy_tile.parent.air.check_gas_mixture(air))
  										connection_difference = air.share(enemy_tile.parent.air)
  									else
  
negative.code: 				update_visuals(air)
  
  			if(air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
  				reset_delay() //hotspots always process quickly
  				hotspot_expose(air.temperature, CELL_VOLUME)
  				for(var/atom/movable/item in src)
  					item.temperature_expose(air, air.temperature, CELL_VOLUME)
  