&& bestValue > VALUE_TB_LOSS_IN_MAX_PLY)
{
// Skip quiet moves if movecount exceeds our FutilityMoveCount threshold (~8 Elo)
- moveCountPruning = moveCount >= futility_move_count(improving, depth);
+ if (!moveCountPruning)
+ moveCountPruning = moveCount >= futility_move_count(improving, depth);
// Reduced depth of the next LMR search
int lmrDepth = newDepth - r;