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Rename dbg_hit_on_c() to dbg_hit_on()
Use an overload instead of a new named function. I have found this handier and easier when adding some quick debug code. No functional change.
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4 changed files with 6 additions and 6 deletions
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@ -126,7 +126,7 @@ const string engine_info(bool to_uci) {
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/// Debug functions used mainly to collect run-time statistics
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void dbg_hit_on(bool b) { ++hits[0]; if (b) ++hits[1]; }
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void dbg_hit_on_c(bool c, bool b) { if (c) dbg_hit_on(b); }
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void dbg_hit_on(bool c, bool b) { if (c) dbg_hit_on(b); }
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void dbg_mean_of(int v) { ++means[0]; means[1] += v; }
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void dbg_print() {
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@ -33,7 +33,7 @@ void prefetch(char* addr);
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void start_logger(bool b);
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void dbg_hit_on(bool b);
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void dbg_hit_on_c(bool c, bool b);
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void dbg_hit_on(bool c, bool b);
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void dbg_mean_of(int v);
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void dbg_print();
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@ -1060,8 +1060,8 @@ Value Position::see(Move m) const {
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stm = color_of(piece_on(from));
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occupied = pieces() ^ from;
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// Castling moves are implemented as king capturing the rook so cannot be
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// handled correctly. Simply return 0 that is always the correct value
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// Castling moves are implemented as king capturing the rook so cannot
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// be handled correctly. Simply return VALUE_ZERO that is always correct
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// unless in the rare case the rook ends up under attack.
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if (type_of(m) == CASTLING)
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return VALUE_ZERO;
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