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This is a case where the depth buffer is required to render things properly. Attempted to hack it by rendering NPCs early but that just caused other render order issues (and was reverted) since then NPCs were part of the wrong row/column for rendering purposes.
When an NPC is next to a wall and walks, it is rendered behind the wall tile for the destination grid location.
Need to update the NPCMapEntityRenderer to consider walking NPCs based on their DestX and DestY.
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