anchor.diff:  					air_master.high_pressure_delta += src
   				pressure_difference = connection_difference
   				pressure_direction = connection_direction
  -
  -			if (istype(src,/turf/simulated))
  -				//P=nRT/V
  -				var/turf/simulated/me = src
  -				var/min_pressure = MINIMUM_AIR_TO_SUSPEND*me.air.temperature*R_IDEAL_GAS_EQUATION/CELL_VOLUME
  -				if (connection_difference > min_pressure)
  -					//enough air moved, reset wait
  -					me.reset_delay()
  -					//reset neighbor too
  -					var/turf/simulated/enemy_tile = get_step(src, connection_direction)
  -					if(istype(enemy_tile))
  -						enemy_tile.reset_delay()
   
   	simulated
   		proc
  
positive.code: 							else
  								if(enemy_tile.current_cycle < current_cycle)
  									connection_difference = air.share(enemy_tile.air)
  
  								//I've commented out temp resetting for now.
  								//In low-pressure situations, the temp fluctuates too much, leading to hull breaches causing massive reupdate checks
  								//We can replace this with a heat capacity comparison if it proves to be necessary
  								//if (temperature_trigger)
  								//	reset_delay()
  								//	enemy_tile.reset_delay()
  
  							if(active_hotspot)
  								possible_fire_spreads += enemy_tile
  
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)
  