anchor.diff:  						EG.add_turf(src)
   						EG.add_turf(enemy_tile)
   						our_excited_group = excited_group //update our cache
  -					share_air(enemy_tile, fire_count, adjacent_turfs_length) //share
  +					should_share_air = TRUE
  +
  +			//air sharing
  +			if(should_share_air)
  +				var/difference = air.share(enemy_tile.air, adjacent_turfs_length)
  +				if(difference)
  +					if(difference > 0)
  +						consider_pressure_difference(enemy_tile, difference)
  +					else
  +						enemy_tile.consider_pressure_difference(src, -difference)
  +				last_share_check()
  +
   
   		/******************* GROUP HANDLING FINISH *********************************************************************/
   
  
positive.code: 							//combine groups (this also handles updating the excited_group var of all involved turfs)
  							our_excited_group.merge_groups(enemy_excited_group)
  							our_excited_group = excited_group //update our cache
  						share_air(enemy_tile, fire_count, adjacent_turfs_length) //share
  					else
  						if((recently_active == 1 && enemy_tile.recently_active == 1) || air.compare(enemy_tile.air))
  							our_excited_group.add_turf(enemy_tile) //add enemy to our group
  							share_air(enemy_tile, fire_count, adjacent_turfs_length) //share
  				else
  					if(enemy_excited_group)
  						if((recently_active == 1 && enemy_tile.recently_active == 1) || air.compare(enemy_tile.air))
  							enemy_excited_group.add_turf(src) //join self to enemy group
  							our_excited_group = excited_group //update our cache
  							share_air(enemy_tile, fire_count, adjacent_turfs_length) //share
  					else
  						if((recently_active == 1 && enemy_tile.recently_active == 1) || air.compare(enemy_tile.air))
  							var/datum/excited_group/EG = new //generate new group
  							EG.add_turf(src)
  							EG.add_turf(enemy_tile)
  							our_excited_group = excited_group //update our cache
  							share_air(enemy_tile, fire_count, adjacent_turfs_length) //share
  			else
  				if(air.compare(enemy_tile.air)) //compare if
  					SSair.add_to_active(enemy_tile) //excite enemy
  
negative.code: 	if(!our_excited_group && remove == 1)
  		SSair.remove_from_active(src)
  
  
  //////////////////////////SPACEWIND/////////////////////////////
  
  