fixing some stuff but nothing really.
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@@ -107,7 +107,7 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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)
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)
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// Must be able to walk up.
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) && newPos.z < (MAP_CHUNK_DEPTH - 1)
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)
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) {
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tileNew = TILE_SHAPE_NULL;// Force check for ramp above.
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worldpos_t abovePos = newPos;
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