/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, const CountermovesStats& cm,
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, Move* cm,
Search::Stack* s, Value beta) : pos(p), history(h), depth(d) {
assert(d > DEPTH_ZERO);
killers[0].move = ss->killers[0];
killers[1].move = ss->killers[1];
- Square prevSq = to_sq((ss-1)->currentMove);
- killers[2].move = cm[pos.piece_on(prevSq)][prevSq].first;
- killers[3].move = cm[pos.piece_on(prevSq)][prevSq].second;
+ killers[2].move = cm[0];
+ killers[3].move = cm[1];
// Consider sligtly negative captures as good if at low depth and far from beta
if (ss && ss->staticEval < beta - PawnValueMg && d < 3 * ONE_PLY)