Formatting and spelling
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				| @ -6081,7 +6081,7 @@ inline void gcode_M17() { | ||||
|       stepper.synchronize(); | ||||
|     } | ||||
| 
 | ||||
|     #if ENABLED(ULTIPANEL) && defined(ADVANCED_PAUSE_EXTRUDE_LENGTH) && ADVANCED_PAUSE_EXTRUDE_LENGTH > 0 | ||||
|     #if ENABLED(ULTIPANEL) && ADVANCED_PAUSE_EXTRUDE_LENGTH > 0 | ||||
| 
 | ||||
|       float extrude_length = initial_extrude_length; | ||||
| 
 | ||||
| @ -7675,7 +7675,7 @@ inline void gcode_M18_M84() { | ||||
|       if (parser.seen('X')) disable_X(); | ||||
|       if (parser.seen('Y')) disable_Y(); | ||||
|       if (parser.seen('Z')) disable_Z(); | ||||
|       #if E0_ENABLE_PIN != X_ENABLE_PIN && E1_ENABLE_PIN != Y_ENABLE_PIN // Only enable on boards that have seperate ENABLE_PINS
 | ||||
|       #if E0_ENABLE_PIN != X_ENABLE_PIN && E1_ENABLE_PIN != Y_ENABLE_PIN // Only enable on boards that have separate ENABLE_PINS
 | ||||
|         if (parser.seen('E')) disable_e_steppers(); | ||||
|       #endif | ||||
|     } | ||||
|  | ||||
| @ -94,8 +94,8 @@ | ||||
|     } | ||||
| 
 | ||||
|     static float calc_z0(const float &a0, const float &a1, const float &z1, const float &a2, const float &z2) { | ||||
|       const float delta_z = (z2 - z1) / (a2 - a1); | ||||
|       const float delta_a = a0 - a1; | ||||
|       const float delta_z = (z2 - z1) / (a2 - a1), | ||||
|                   delta_a = a0 - a1; | ||||
|       return z1 + delta_a * delta_z; | ||||
|     } | ||||
| 
 | ||||
|  | ||||
| @ -534,10 +534,10 @@ void Planner::check_axes_activity() { | ||||
|       if (!ubl.state.active) return; | ||||
|       #if ENABLED(ENABLE_LEVELING_FADE_HEIGHT) | ||||
|         // if z_fade_height enabled (nonzero) and raw_z above it, no leveling required
 | ||||
|         if ((planner.z_fade_height) && (planner.z_fade_height <= RAW_Z_POSITION(lz))) return; | ||||
|         if (planner.z_fade_height && planner.z_fade_height <= RAW_Z_POSITION(lz)) return; | ||||
|         lz += ubl.state.z_offset + ubl.get_z_correction(lx, ly) * ubl.fade_scaling_factor_for_z(lz); | ||||
|       #else // no fade
 | ||||
|         lz += ubl.state.z_offset + ubl.get_z_correction(lx,ly); | ||||
|         lz += ubl.state.z_offset + ubl.get_z_correction(lx, ly); | ||||
|       #endif // FADE
 | ||||
|     #endif // UBL
 | ||||
| 
 | ||||
| @ -598,10 +598,10 @@ void Planner::check_axes_activity() { | ||||
| 
 | ||||
|       if (ubl.state.active) { | ||||
| 
 | ||||
|         const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]); | ||||
|         const float z_ublmesh  = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]); | ||||
|         const float z_virtual  = z_physical - ubl.state.z_offset - z_ublmesh; | ||||
|               float z_logical  = LOGICAL_Z_POSITION(z_virtual); | ||||
|         const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]), | ||||
|                     z_correct = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]), | ||||
|                     z_virtual = z_physical - ubl.state.z_offset - z_correct; | ||||
|               float z_logical = LOGICAL_Z_POSITION(z_virtual); | ||||
| 
 | ||||
|         #if ENABLED(ENABLE_LEVELING_FADE_HEIGHT) | ||||
| 
 | ||||
| @ -614,10 +614,10 @@ void Planner::check_axes_activity() { | ||||
|           //    so L=(P-O-M)/(1-M/H) for L<H
 | ||||
| 
 | ||||
|           if (planner.z_fade_height) { | ||||
|             if (z_logical < planner.z_fade_height ) | ||||
|               z_logical = z_logical / (1.0 - (z_ublmesh * planner.inverse_z_fade_height)); | ||||
|             if (z_logical >= planner.z_fade_height) | ||||
|               z_logical = LOGICAL_Z_POSITION(z_physical - ubl.state.z_offset); | ||||
|             else | ||||
|               z_logical /= 1.0 - z_correct * planner.inverse_z_fade_height; | ||||
|           } | ||||
| 
 | ||||
|         #endif // ENABLE_LEVELING_FADE_HEIGHT
 | ||||
|  | ||||
| @ -1018,8 +1018,8 @@ void kill_screen(const char* lcd_msg) { | ||||
| 
 | ||||
|   #if ENABLED(AUTO_BED_LEVELING_UBL) | ||||
| 
 | ||||
|     float mesh_edit_value, mesh_edit_accumulator; // We round mesh_edit_value to 2.5 decimal places.  So we keep a
 | ||||
|                                                   // seperate value that doesn't lose precision.
 | ||||
|     float mesh_edit_value, mesh_edit_accumulator; // We round mesh_edit_value to 2.5 decimal places. So we keep a
 | ||||
|                                                   // separate value that doesn't lose precision.
 | ||||
|     static int ubl_encoderPosition = 0; | ||||
| 
 | ||||
|     static void _lcd_mesh_fine_tune(const char* msg) { | ||||
|  | ||||
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