(http://i8.photobucket.com/albums/a13/4Sword/linkpushnew1.png)(http://i8.photobucket.com/albums/a13/4Sword/linkpushnew2.png)
This isn't a comprehensive, all-inclusive update; in fact it is probably boring to most people. When adding collision checks to Link's coding I ran into two situations. The first was that either I would be doing a lot of place or position checks when really Link can only run into so much at once; in the case of the engine so far, at most he can only run into 2. The second was that ledge jumping and pushing had similar code "phenomena". For example, both move Link over their respective object if he is also in contact with something that is not that object as well. Furthermore, without determining what Link is primarily running into, the ledge and push code was inexact which could lead to errors or a bunch of corrective code.
I am also aware that if you push the idol directly beneath the ledge and then jump off the ledge onto it that it will cause odd behavior. Also, I am aware that this code is boring; I switched up the commenting style so that it doesn't look so much like the real stuff is getting chopped up either. Truth be told, I am also not as good as Niek at integrating various facets of an engine together so much as I am someone who tries to get at the guts - I'm also lazy. The other parts of the code weren't what I was focusing on, and sorting it all out with new stuff sometimes gets a little hectic.
The hole checking is also in there with a decrement to Link's hearts. Earlier I had run into errors where if pushing off of a pushable object a certain way that Link would get stuck in the pit or something. I think that error won't come up, but who knows it might.
The download is in the attachments (the site page was taken down and will get put up again later)