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Unroll color loops in get_pawn_info
This allow to resolve a lot of addresses at compile time instead of an indirect access at runtime. Speed up on pgo compile is of 1.3% No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
564ed5b38c
commit
ccdb634b77
2 changed files with 206 additions and 193 deletions
394
src/pawns.cpp
394
src/pawns.cpp
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@ -190,206 +190,214 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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pi->clear();
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pi->clear();
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pi->key = key;
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pi->key = key;
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Value mgValue[2] = {Value(0), Value(0)};
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Value egValue[2] = {Value(0), Value(0)};
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// Calculate pawn attacks
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// Calculate pawn attacks
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pi->pawnAttacks[WHITE] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB);
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Bitboard whitePawns = pos.pieces(PAWN, WHITE);
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pi->pawnAttacks[BLACK] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB);
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Bitboard blackPawns = pos.pieces(PAWN, BLACK);
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pi->pawnAttacks[WHITE] = ((whitePawns << 9) & ~FileABB) | ((whitePawns << 7) & ~FileHBB);
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pi->pawnAttacks[BLACK] = ((blackPawns >> 7) & ~FileABB) | ((blackPawns >> 9) & ~FileHBB);
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// Loop through the pawns for both colors
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// Evaluate pawns for both colors
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for (Color us = WHITE; us <= BLACK; us++)
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Values whiteValues = evaluate_pawns<WHITE>(pos, whitePawns, blackPawns, pi);
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{
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Values blackValues = evaluate_pawns<BLACK>(pos, blackPawns, whitePawns, pi);
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Color them = opposite_color(us);
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Bitboard ourPawns = pos.pieces(PAWN, us);
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Bitboard theirPawns = pos.pieces(PAWN, them);
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Bitboard pawns = ourPawns;
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// Initialize pawn storm scores by giving bonuses for open files
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pi->mgValue = int16_t(whiteValues.first - blackValues.first);
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for (File f = FILE_A; f <= FILE_H; f++)
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pi->egValue = int16_t(whiteValues.second - blackValues.second);
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if (!(pawns & file_bb(f)))
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{
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pi->ksStormValue[us] += KStormOpenFileBonus[f];
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pi->qsStormValue[us] += QStormOpenFileBonus[f];
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pi->halfOpenFiles[us] |= (1 << f);
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}
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// Loop through all pawns of the current color and score each pawn
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while (pawns)
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{
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Square s = pop_1st_bit(&pawns);
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File f = square_file(s);
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Rank r = square_rank(s);
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assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
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// Passed, isolated or doubled pawn?
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bool passed = Position::pawn_is_passed(theirPawns, us, s);
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bool isolated = Position::pawn_is_isolated(ourPawns, s);
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bool doubled = Position::pawn_is_doubled(ourPawns, us, s);
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// We calculate kingside and queenside pawn storm
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// scores for both colors. These are used when evaluating
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// middle game positions with opposite side castling.
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//
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). Pawns which seem to have good
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// chances of creating an open file by exchanging itself against an
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// enemy pawn on an adjacent file gets an additional bonus.
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// Kingside pawn storms
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int bonus = KStormTable[relative_square(us, s)];
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if (f >= FILE_F)
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{
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Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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while (b)
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{
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Square s2 = pop_1st_bit(&b);
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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{
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// The enemy pawn has no pawn beside itself, which makes it
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// particularly vulnerable. Big bonus, especially against a
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// weakness on the rook file.
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if (square_file(s2) == FILE_H)
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bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
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else
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bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
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} else
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// There is at least one enemy pawn beside the enemy pawn we look
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// at, which means that the pawn has somewhat better chances of
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// defending itself by advancing. Smaller bonus.
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bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
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}
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}
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pi->ksStormValue[us] += bonus;
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// Queenside pawn storms
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bonus = QStormTable[relative_square(us, s)];
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if (f <= FILE_C)
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{
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Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
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while (b)
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{
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Square s2 = pop_1st_bit(&b);
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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{
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// The enemy pawn has no pawn beside itself, which makes it
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// particularly vulnerable. Big bonus, especially against a
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// weakness on the rook file.
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if (square_file(s2) == FILE_A)
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bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
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else
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bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
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} else
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// There is at least one enemy pawn beside the enemy pawn we look
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// at, which means that the pawn has somewhat better chances of
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// defending itself by advancing. Smaller bonus.
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bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
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}
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}
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pi->qsStormValue[us] += bonus;
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// Member of a pawn chain (but not the backward one)? We could speed up
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// the test a little by introducing an array of masks indexed by color
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// and square for doing the test, but because everything is hashed,
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// it probably won't make any noticable difference.
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bool chain = ourPawns
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& neighboring_files_bb(f)
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& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
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// Test for backward pawn
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//
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// If the pawn is passed, isolated, or member of a pawn chain
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// it cannot be backward. If can capture an enemy pawn or if
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// there are friendly pawns behind on neighboring files it cannot
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// be backward either.
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bool backward;
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if ( (passed | isolated | chain)
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|| (ourPawns & behind_bb(us, r) & neighboring_files_bb(f))
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|| (pos.attacks_from<PAWN>(s, us) & theirPawns))
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backward = false;
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else
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{
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// We now know that there are no friendly pawns beside or behind this
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// pawn on neighboring files. We now check whether the pawn is
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// backward by looking in the forward direction on the neighboring
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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Bitboard b = pos.attacks_from<PAWN>(s, us);
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if (us == WHITE)
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{
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for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
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backward = (b | (b << 8)) & theirPawns;
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}
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else
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{
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for ( ; !(b & (ourPawns | theirPawns)); b >>= 8);
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backward = (b | (b >> 8)) & theirPawns;
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}
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}
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// Test for candidate passed pawn
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bool candidate;
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candidate = !passed
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&& !(theirPawns & file_bb(f))
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&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
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- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
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>= 0);
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// In order to prevent doubled passed pawns from receiving a too big
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// bonus, only the frontmost passed pawn on each file is considered as
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// a true passed pawn.
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if (passed && (ourPawns & squares_in_front_of(us, s)))
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passed = false;
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// Score this pawn
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if (passed)
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set_bit(&(pi->passedPawns), s);
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if (isolated)
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{
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mgValue[us] -= IsolatedPawnMidgamePenalty[f];
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egValue[us] -= IsolatedPawnEndgamePenalty[f];
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if (!(theirPawns & file_bb(f)))
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{
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mgValue[us] -= IsolatedPawnMidgamePenalty[f] / 2;
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egValue[us] -= IsolatedPawnEndgamePenalty[f] / 2;
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}
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}
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if (doubled)
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{
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mgValue[us] -= DoubledPawnMidgamePenalty[f];
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egValue[us] -= DoubledPawnEndgamePenalty[f];
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}
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if (backward)
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{
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mgValue[us] -= BackwardPawnMidgamePenalty[f];
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egValue[us] -= BackwardPawnEndgamePenalty[f];
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if (!(theirPawns & file_bb(f)))
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{
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mgValue[us] -= BackwardPawnMidgamePenalty[f] / 2;
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egValue[us] -= BackwardPawnEndgamePenalty[f] / 2;
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}
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}
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if (chain)
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{
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mgValue[us] += ChainMidgameBonus[f];
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egValue[us] += ChainEndgameBonus[f];
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}
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if (candidate)
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{
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mgValue[us] += CandidateMidgameBonus[relative_rank(us, s)];
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egValue[us] += CandidateEndgameBonus[relative_rank(us, s)];
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}
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} // while(pawns)
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} // for(colors)
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pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]);
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pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]);
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return pi;
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return pi;
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}
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}
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/// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color
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template<Color Us>
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PawnInfoTable::Values PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnInfo* pi) {
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Square s;
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File f;
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Rank r;
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bool passed, isolated, doubled, chain, backward, candidate;
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int bonus;
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Value mgValue = Value(0);
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Value egValue = Value(0);
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Bitboard pawns = ourPawns;
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// Initialize pawn storm scores by giving bonuses for open files
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for (File f = FILE_A; f <= FILE_H; f++)
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if (!(ourPawns & file_bb(f)))
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{
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pi->ksStormValue[Us] += KStormOpenFileBonus[f];
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pi->qsStormValue[Us] += QStormOpenFileBonus[f];
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pi->halfOpenFiles[Us] |= (1 << f);
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}
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// Loop through all pawns of the current color and score each pawn
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while (pawns)
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{
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s = pop_1st_bit(&pawns);
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f = square_file(s);
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r = square_rank(s);
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assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
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// Passed, isolated or doubled pawn?
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passed = Position::pawn_is_passed(theirPawns, Us, s);
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isolated = Position::pawn_is_isolated(ourPawns, s);
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doubled = Position::pawn_is_doubled(ourPawns, Us, s);
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// We calculate kingside and queenside pawn storm
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// scores for both colors. These are used when evaluating
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// middle game positions with opposite side castling.
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//
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). Pawns which seem to have good
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// chances of creating an open file by exchanging itself against an
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// enemy pawn on an adjacent file gets an additional bonus.
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// Kingside pawn storms
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bonus = KStormTable[relative_square(Us, s)];
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if (f >= FILE_F)
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{
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Bitboard b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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while (b)
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{
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Square s2 = pop_1st_bit(&b);
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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{
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// The enemy pawn has no pawn beside itself, which makes it
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// particularly vulnerable. Big bonus, especially against a
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// weakness on the rook file.
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if (square_file(s2) == FILE_H)
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bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
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else
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bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
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} else
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// There is at least one enemy pawn beside the enemy pawn we look
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// at, which means that the pawn has somewhat better chances of
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// defending itself by advancing. Smaller bonus.
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bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
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}
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}
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pi->ksStormValue[Us] += bonus;
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// Queenside pawn storms
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bonus = QStormTable[relative_square(Us, s)];
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if (f <= FILE_C)
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{
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Bitboard b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
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while (b)
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{
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Square s2 = pop_1st_bit(&b);
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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{
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// The enemy pawn has no pawn beside itself, which makes it
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// particularly vulnerable. Big bonus, especially against a
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// weakness on the rook file.
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if (square_file(s2) == FILE_A)
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bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
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else
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bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
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} else
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// There is at least one enemy pawn beside the enemy pawn we look
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// at, which means that the pawn has somewhat better chances of
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// defending itself by advancing. Smaller bonus.
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bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
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}
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}
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pi->qsStormValue[Us] += bonus;
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// Member of a pawn chain (but not the backward one)? We could speed up
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// the test a little by introducing an array of masks indexed by color
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// and square for doing the test, but because everything is hashed,
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// it probably won't make any noticable difference.
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chain = ourPawns
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& neighboring_files_bb(f)
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& (rank_bb(r) | rank_bb(r - (Us == WHITE ? 1 : -1)));
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// Test for backward pawn
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//
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// If the pawn is passed, isolated, or member of a pawn chain
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// it cannot be backward. If can capture an enemy pawn or if
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// there are friendly pawns behind on neighboring files it cannot
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// be backward either.
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if ( (passed | isolated | chain)
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|| (ourPawns & behind_bb(Us, r) & neighboring_files_bb(f))
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|| (pos.attacks_from<PAWN>(s, Us) & theirPawns))
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backward = false;
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else
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{
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// We now know that there are no friendly pawns beside or behind this
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// pawn on neighboring files. We now check whether the pawn is
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// backward by looking in the forward direction on the neighboring
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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Bitboard b = pos.attacks_from<PAWN>(s, Us);
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// Note that we are sure to find something because pawn is not passed
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// nor isolated, so loop is potentially infinite, but it isn't.
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while (!(b & (ourPawns | theirPawns)))
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Us == WHITE ? b <<= 8 : b >>= 8;
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|
|
||||||
|
// The friendly pawn needs to be at least two ranks closer than the enemy
|
||||||
|
// pawn in order to help the potentially backward pawn advance.
|
||||||
|
backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test for candidate passed pawn
|
||||||
|
candidate = !passed
|
||||||
|
&& !(theirPawns & file_bb(f))
|
||||||
|
&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(Us, r) | rank_bb(r)) & ourPawns)
|
||||||
|
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(Us, r) & theirPawns)
|
||||||
|
>= 0);
|
||||||
|
|
||||||
|
// In order to prevent doubled passed pawns from receiving a too big
|
||||||
|
// bonus, only the frontmost passed pawn on each file is considered as
|
||||||
|
// a true passed pawn.
|
||||||
|
if (passed && (ourPawns & squares_in_front_of(Us, s)))
|
||||||
|
passed = false;
|
||||||
|
|
||||||
|
// Score this pawn
|
||||||
|
if (passed)
|
||||||
|
set_bit(&(pi->passedPawns), s);
|
||||||
|
|
||||||
|
if (isolated)
|
||||||
|
{
|
||||||
|
mgValue -= IsolatedPawnMidgamePenalty[f];
|
||||||
|
egValue -= IsolatedPawnEndgamePenalty[f];
|
||||||
|
if (!(theirPawns & file_bb(f)))
|
||||||
|
{
|
||||||
|
mgValue -= IsolatedPawnMidgamePenalty[f] / 2;
|
||||||
|
egValue -= IsolatedPawnEndgamePenalty[f] / 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (doubled)
|
||||||
|
{
|
||||||
|
mgValue -= DoubledPawnMidgamePenalty[f];
|
||||||
|
egValue -= DoubledPawnEndgamePenalty[f];
|
||||||
|
}
|
||||||
|
if (backward)
|
||||||
|
{
|
||||||
|
mgValue -= BackwardPawnMidgamePenalty[f];
|
||||||
|
egValue -= BackwardPawnEndgamePenalty[f];
|
||||||
|
if (!(theirPawns & file_bb(f)))
|
||||||
|
{
|
||||||
|
mgValue -= BackwardPawnMidgamePenalty[f] / 2;
|
||||||
|
egValue -= BackwardPawnEndgamePenalty[f] / 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (chain)
|
||||||
|
{
|
||||||
|
mgValue += ChainMidgameBonus[f];
|
||||||
|
egValue += ChainEndgameBonus[f];
|
||||||
|
}
|
||||||
|
if (candidate)
|
||||||
|
{
|
||||||
|
mgValue += CandidateMidgameBonus[relative_rank(Us, s)];
|
||||||
|
egValue += CandidateEndgameBonus[relative_rank(Us, s)];
|
||||||
|
}
|
||||||
|
} // while (pawns)
|
||||||
|
|
||||||
|
return Values(mgValue, egValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/// PawnInfo::updateShelter calculates and caches king shelter. It is called
|
/// PawnInfo::updateShelter calculates and caches king shelter. It is called
|
||||||
/// only when king square changes, about 20% of total get_king_shelter() calls.
|
/// only when king square changes, about 20% of total get_king_shelter() calls.
|
||||||
int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
|
int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
|
||||||
|
|
|
@ -85,6 +85,11 @@ public:
|
||||||
PawnInfo* get_pawn_info(const Position& pos);
|
PawnInfo* get_pawn_info(const Position& pos);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
typedef std::pair<Value, Value> Values;
|
||||||
|
|
||||||
|
template<Color Us>
|
||||||
|
Values evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi);
|
||||||
|
|
||||||
unsigned size;
|
unsigned size;
|
||||||
PawnInfo* entries;
|
PawnInfo* entries;
|
||||||
};
|
};
|
||||||
|
|
Loading…
Add table
Reference in a new issue