diff --git a/code/modules/ai/ai_holder_targeting.dm b/code/modules/ai/ai_holder_targeting.dm
index a243ab8a58..f06548b4e5 100644
--- a/code/modules/ai/ai_holder_targeting.dm
+++ b/code/modules/ai/ai_holder_targeting.dm
@@ -117,9 +117,6 @@
if(!can_see_target(the_target) && vision_required)
return FALSE
- if(istype(the_target, /mob/zshadow))
- return FALSE // no
-
if(isliving(the_target))
var/mob/living/L = the_target
if(ishuman(L) || issilicon(L))
diff --git a/code/modules/multiz/movement_vr.dm b/code/modules/multiz/movement_vr.dm
index 963215d389..b217176e50 100644
--- a/code/modules/multiz/movement_vr.dm
+++ b/code/modules/multiz/movement_vr.dm
@@ -26,48 +26,7 @@
return ..()
/mob/CheckFall(var/atom/movable/falling_atom)
return falling_atom.fall_impact(src)
-/* //Leaving this here to show my previous iterations which failed.
-/mob/living/fall_impact(var/atom/hit_atom) //This is called even when a humanoid falls. Dunno why, it just does.
- if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
- var/mob/living/pred = hit_atom
- pred.visible_message("\The [pred] falls onto \the [src]! FALL IMPACT MOB")
- pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
- if(isliving(hit_atom) && isliving(src))
- var/mob/living/prey = src
- if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
- pred.feed_grabbed_to_self_falling_nom(pred,prey)
- else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
- pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
-*/
-/mob/zshadow/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 10, var/silent = FALSE, var/planetary = FALSE) //You actually "fall" onto their shadow, first.
- /*
- var/floor_below = src.loc.below //holy fuck
- for(var/mob/M in floor_below.contents)
- if(M && M != src) //THIS WEAKENS THE MOBS YOU'RE FALLING ONTO
- M.visible_message("\The [src] drops onto \the [M]! FALL IMPACT SHADOW WEAKEN 8")
- M.Weaken(8)
- */
-/* if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
- var/mob/living/pred = hit_atom
- pred.visible_message("\The [hit_atom] falls onto \the [src.owner]!")
- pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
- var/mob/living/prey = src.owner //The shadow's owner
- if(isliving(prey))
- if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
- pred.feed_grabbed_to_self_falling_nom(pred,prey)
- else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
- pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
- else
- playsound(src, "punch", 25, 1, -1)
- prey.Weaken(8) //Just fall onto them if neither of the above apply.
- var/tdamage
- for(var/i = 1 to 10)
- tdamage = rand(0, 10)/2
- pred.adjustBruteLoss(tdamage)
- prey.adjustBruteLoss(tdamage)
- pred.updatehealth()
- prey.updatehealth()
-*/
+
/mob/living/proc/dropped_onto(var/atom/hit_atom)
if(!isliving(hit_atom))
return 0
diff --git a/code/modules/turbolift/turbolift.dm b/code/modules/turbolift/turbolift.dm
index 5ea1fd683c..78fb4084cd 100644
--- a/code/modules/turbolift/turbolift.dm
+++ b/code/modules/turbolift/turbolift.dm
@@ -195,8 +195,6 @@
if(istype(AM, /mob/living) && !(AM.is_incorporeal()))
var/mob/living/M = AM
M.gib()
- else if(istype(AM, /mob/zshadow))
- AM.Destroy() //prevent deleting shadow without deleting shadow's shadows
else if(AM.simulated && !(istype(AM, /mob/observer)) && !(AM.is_incorporeal()))
qdel(AM)