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>The latter point is probably due to not letting the player attack if they're too close to a wall, but it feels bad when you're stopped from charging an attack in that instance

True. I should make it ignore it ignore the distance check towards the right when you're close to a wall if you try attacking in any direction other than right. If you were bothered by what happens when charging a thrust and getting close to a wall, it's purely visual and doesn't actually stop the timer.