I attached a patch to make running in tunnels (via 'shift-direction') much more robust. I think I tested it thoroughly, but this is actually kind of tricky, so PLEASE, PLEASE, PLEASE try this out and let me know if you find anything odd.
Also, other actors no longer behave as terrain that block or control your movement. You will run right past or right through other characters. [EDIT: snip]
Below is a graphical summary of running behavior:
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# = wall
. = floor (untraveled)
! = edge of map
@ = friendly NPC
o = run path
x = end of run path
|/-\ = starting position and direction
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