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Confirmed and fixed, and it turned out to be the same bug as #16, #27 and part of #28.
A vertical foothold in the map data is a WALL. Our airborne landing test accepted ANY foothold whose x-span contained you - and a wall's span is a single x - then computed its 'surface' as its top endpoint. So if you jumped into the wall with your x within a pixel of it while descending past its top, you 'landed' on it: teleported to the top of the wall.
The map-entry spawn code has always skipped vertical footholds for exactly this reason ('vertical footholds are walls, not standable'). The airborne path and the mob floor scan now do too.
(Fixed on the dev branch - it will be in the next published build, not v32.)