// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
- generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
+ mlist = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
else
- generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
+ mlist = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
b1 = pos.queens(us) & not_pinned;
if (b1)
- generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
}
// Finally, the ugly special case of en passant captures. An en passant