Clean up quick_home_xy()
Since we do the actual homing now in the 'normal' routines `quick_home_xy()` can be simplified to a relative simple diagonal move.
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@ -2779,8 +2779,6 @@ inline void gcode_G4() {
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int x_axis_home_dir = home_dir(X_AXIS);
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int x_axis_home_dir = home_dir(X_AXIS);
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#endif
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#endif
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SYNC_PLAN_POSITION_KINEMATIC();
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float mlx = max_length(X_AXIS), mly = max_length(Y_AXIS),
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float mlx = max_length(X_AXIS), mly = max_length(Y_AXIS),
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mlratio = mlx > mly ? mly / mlx : mlx / mly;
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mlratio = mlx > mly ? mly / mlx : mlx / mly;
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@ -2789,30 +2787,9 @@ inline void gcode_G4() {
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feedrate = min(homing_feedrate[X_AXIS], homing_feedrate[Y_AXIS]) * sqrt(mlratio * mlratio + 1);
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feedrate = min(homing_feedrate[X_AXIS], homing_feedrate[Y_AXIS]) * sqrt(mlratio * mlratio + 1);
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line_to_destination();
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line_to_destination();
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stepper.synchronize();
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stepper.synchronize();
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set_axis_is_at_home(X_AXIS);
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set_axis_is_at_home(Y_AXIS);
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SYNC_PLAN_POSITION_KINEMATIC();
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#if ENABLED(DEBUG_LEVELING_FEATURE)
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if (DEBUGGING(LEVELING)) DEBUG_POS("> QUICK_HOME 1", current_position);
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#endif
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destination[X_AXIS] = current_position[X_AXIS];
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destination[Y_AXIS] = current_position[Y_AXIS];
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line_to_destination();
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stepper.synchronize();
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endstops.hit_on_purpose(); // clear endstop hit flags
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endstops.hit_on_purpose(); // clear endstop hit flags
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current_position[X_AXIS] = destination[X_AXIS];
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destination[X_AXIS] = destination[Y_AXIS] = 0;
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current_position[Y_AXIS] = destination[Y_AXIS];
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#if DISABLED(SCARA)
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current_position[Z_AXIS] = destination[Z_AXIS];
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#endif
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#if ENABLED(DEBUG_LEVELING_FEATURE)
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if (DEBUGGING(LEVELING)) DEBUG_POS("> QUICK_HOME 2", current_position);
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#endif
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}
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}
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#endif // QUICK_HOME
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#endif // QUICK_HOME
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@ -2917,8 +2894,8 @@ inline void gcode_G28() {
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#elif defined(MIN_Z_HEIGHT_FOR_HOMING) && MIN_Z_HEIGHT_FOR_HOMING > 0
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#elif defined(MIN_Z_HEIGHT_FOR_HOMING) && MIN_Z_HEIGHT_FOR_HOMING > 0
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// Raise Z before homing X or Y, if specified
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if (home_all_axis || homeX || homeY) {
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if (home_all_axis || homeX || homeY) {
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// Raise Z before homing any other axes and z is not already high enough (never lower z)
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float z_dest = home_offset[Z_AXIS] + MIN_Z_HEIGHT_FOR_HOMING;
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float z_dest = home_offset[Z_AXIS] + MIN_Z_HEIGHT_FOR_HOMING;
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if (z_dest > current_position[Z_AXIS]) {
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if (z_dest > current_position[Z_AXIS]) {
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