attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
+
kingRing[Us] = kingAttackersCount[Them] = 0;
// Init our king safety tables only if we are going to use them