if (!RootNode)
{
// Step 2. Check for aborted search and immediate draw
- if (Signals.stop || pos.is_draw<true, PvNode>() || ss->ply > MAX_PLY)
+ if (Signals.stop || pos.is_draw<false>() || ss->ply > MAX_PLY)
return DrawValue[pos.side_to_move()];
// Step 3. Mate distance pruning. Even if we mate at the next move our score
if (eval - PawnValueMg > beta)
R += ONE_PLY;
- pos.do_null_move<true>(st);
+ pos.do_null_move(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R);
(ss+1)->skipNullMove = false;
- pos.do_null_move<false>(st);
+ pos.undo_null_move();
if (nullValue >= beta)
{
ss->ply = (ss-1)->ply + 1;
// Check for an instant draw or maximum ply reached
- if (pos.is_draw<false, false>() || ss->ply > MAX_PLY)
+ if (pos.is_draw<true>() || ss->ply > MAX_PLY)
return DrawValue[pos.side_to_move()];
// Transposition table lookup. At PV nodes, we don't use the TT for
&& pos.is_pseudo_legal(m = tte->move()) // Local copy, TT could change
&& pos.pl_move_is_legal(m, pos.pinned_pieces())
&& ply < MAX_PLY
- && (!pos.is_draw<true, true>() || ply < 2));
+ && (!pos.is_draw<false>() || ply < 2));
pv.push_back(MOVE_NONE); // Must be zero-terminating