score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
- // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once)
- b = nonPawnEnemies
- & attackedBy[Us][ALL_PIECES]
- & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them];
+ b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES];
score += Overload * popcount(b);
}