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: 		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)
  
  
negative.code: 			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 || abs(air.temperature - Z.air.temperature) > 0.1)
  					if(abs(Z.air.return_pressure() - air.return_pressure()) > vsc.airflow_lightest_pressure)
  						Airflow(src,Z)
  