Basic UBL operations working on 32-bit platforms (#8024)
* 32-bit work for UBL * Update FT i3-2020 reference file
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@ -49,7 +49,7 @@ void GcodeSuite::M421() {
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hasQ = !hasZ && parser.seen('Q');
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if (hasC) {
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const mesh_index_pair location = ubl.find_closest_mesh_point_of_type(REAL, current_position[X_AXIS], current_position[Y_AXIS], USE_NOZZLE_AS_REFERENCE, NULL, false);
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const mesh_index_pair location = ubl.find_closest_mesh_point_of_type(REAL, current_position[X_AXIS], current_position[Y_AXIS], USE_NOZZLE_AS_REFERENCE, NULL);
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ix = location.x_index;
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iy = location.y_index;
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}
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@ -137,13 +137,13 @@ void GcodeSuite::M48() {
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for (uint8_t n = 0; n < n_samples; n++) {
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if (n_legs) {
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const int dir = (random(0, 10) > 5.0) ? -1 : 1; // clockwise or counter clockwise
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float angle = random(0.0, 360.0);
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float angle = random(0, 360);
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const float radius = random(
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#if ENABLED(DELTA)
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0.1250000000 * (DELTA_PROBEABLE_RADIUS),
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0.3333333333 * (DELTA_PROBEABLE_RADIUS)
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(int) (0.1250000000 * (DELTA_PROBEABLE_RADIUS)),
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(int) (0.3333333333 * (DELTA_PROBEABLE_RADIUS))
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#else
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5.0, 0.125 * min(X_BED_SIZE, Y_BED_SIZE)
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(int) 5.0, (int) (0.125 * min(X_BED_SIZE, Y_BED_SIZE))
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#endif
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);
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@ -294,7 +294,7 @@ public:
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// Provide simple value accessors with default option
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FORCE_INLINE static float floatval(const char c, const float dval=0.0) { return seenval(c) ? value_float() : dval; }
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FORCE_INLINE static bool boolval(const char c) { return seenval(c) ? value_bool() : seen(c); }
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FORCE_INLINE static bool boolval(const char c) { return seenval(c) ? value_bool() : seen(c); }
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FORCE_INLINE static uint8_t byteval(const char c, const uint8_t dval=0) { return seenval(c) ? value_byte() : dval; }
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FORCE_INLINE static int16_t intval(const char c, const int16_t dval=0) { return seenval(c) ? value_int() : dval; }
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FORCE_INLINE static uint16_t ushortval(const char c, const uint16_t dval=0) { return seenval(c) ? value_ushort() : dval; }
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