- case WP: return pawn_attacks_square(WHITE, t, s);
- case BP: return pawn_attacks_square(BLACK, t, s);
- case WN: case BN: return piece_attacks_square<KNIGHT>(t, s);
- case WB: case BB: return piece_attacks_square<BISHOP>(t, s);
- case WR: case BR: return piece_attacks_square<ROOK>(t, s);
- case WQ: case BQ: return piece_attacks_square<QUEEN>(t, s);
- case WK: case BK: return piece_attacks_square<KING>(t, s);
+ case WP: is_attack = pawn_attacks_square(WHITE, t, s); break;
+ case BP: is_attack = pawn_attacks_square(BLACK, t, s); break;
+ case WN: case BN: is_attack = piece_attacks_square<KNIGHT>(t, s); break;
+ case WB: case BB: is_attack = piece_attacks_square<BISHOP>(t, s); break;
+ case WR: case BR: is_attack = piece_attacks_square<ROOK>(t, s); break;
+ case WQ: case BQ: is_attack = piece_attacks_square<QUEEN>(t, s); break;
+ case WK: case BK: is_attack = piece_attacks_square<KING>(t, s); break;