Use 'nearby' for 'near'
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				@ -727,7 +727,7 @@
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     * Probe all invalidated locations of the mesh that can be reached by the probe.
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     * This attempts to fill in locations closest to the nozzle's start location first.
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     */
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    void unified_bed_leveling::probe_entire_mesh(const xy_pos_t &pos, const bool do_ubl_mesh_map, const bool stow_probe, const bool do_furthest) {
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    void unified_bed_leveling::probe_entire_mesh(const xy_pos_t &nearby, const bool do_ubl_mesh_map, const bool stow_probe, const bool do_furthest) {
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      probe.deploy(); // Deploy before ui.capture() to allow for PAUSE_BEFORE_DEPLOY_STOW
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      TERN_(HAS_LCD_MENU, ui.capture());
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@ -758,7 +758,7 @@
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        best = do_furthest
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          ? find_furthest_invalid_mesh_point()
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          : find_closest_mesh_point_of_type(INVALID, pos, true);
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          : find_closest_mesh_point_of_type(INVALID, nearby, true);
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        if (best.pos.x >= 0) {    // mesh point found and is reachable by probe
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          TERN_(EXTENSIBLE_UI, ExtUI::onMeshUpdate(best.pos, ExtUI::PROBE_START));
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@ -788,8 +788,8 @@
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      restore_ubl_active_state_and_leave();
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      do_blocking_move_to_xy(
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        constrain(pos.x - probe.offset_xy.x, MESH_MIN_X, MESH_MAX_X),
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        constrain(pos.y - probe.offset_xy.y, MESH_MIN_Y, MESH_MAX_Y)
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        constrain(nearby.x - probe.offset_xy.x, MESH_MIN_X, MESH_MAX_X),
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        constrain(nearby.y - probe.offset_xy.y, MESH_MIN_Y, MESH_MAX_Y)
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      );
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    }
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@ -1206,7 +1206,7 @@
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      found_a_NAN = true;
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      xy_int8_t near_pos { -1, -1 };
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      xy_int8_t nearby { -1, -1 };
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      float d1, d2 = 99999.9f;
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      GRID_LOOP(k, l) {
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        if (isnan(z_values[k][l])) continue;
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@ -1221,7 +1221,7 @@
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        if (d1 < d2) {    // Invalid mesh point (i,j) is closer to the defined point (k,l)
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          d2 = d1;
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          near_pos.set(i, j);
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          nearby.set(i, j);
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        }
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      }
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@ -1229,8 +1229,8 @@
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      // At this point d2 should have the near defined mesh point to invalid mesh point (i,j)
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      //
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      if (found_a_real && near_pos.x >= 0 && d2 > farthest.distance) {
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        farthest.pos = near_pos; // Found an invalid location farther from the defined mesh point
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      if (found_a_real && nearby.x >= 0 && d2 > farthest.distance) {
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        farthest.pos = nearby; // Found an invalid location farther from the defined mesh point
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        farthest.distance = d2;
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      }
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    } // GRID_LOOP
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