I can understand that excuse in general, sometimes code is just really bad. I'm just having trouble to believe that it applies in this case. What does tractor actually do? It gives the dead player a "tractor effect'. It saves the location of the caster when the spell went off and makes a dialog pop up on the players screen. If the player accepts, it starts the zoning process.
They wouldn't even need to touch the spell. This zoning subroutine is completely unrelated to the spell itself, it's just one piece of code, that zones you and puts in a certain location after the zoning process. I could very well imagine, that any kind of zoning or moving could be done by one function that looks something like this:
If area = current area, it's basically a draw in and puts a player on the appropriate position in the pos vector (may call a different subroutine for that). If area =/= current area, it iniates a zone. We do know that both mechanisms do already exist, SE wouldn't even need to know them or how they work. If the zone(area, pos) or drawIn(pos) functions are really extremely complicated and spaghettified, who cares? They don't have to change them or even understand how they work or even look at them. Just use them.Code:setLocation(area, pos)
I just don't see how spaghetti code can be an excuse in this case. I'd love to get my hands on the source code. If it really was as bad as everyone says, I would at least be at peace with the way things are going, but hard to just take the same excuse time and again, when it doesn't seem to make any sense. As Daz put it: