}
-/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
+/// PawnInfoTable::pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in an hash table, so we don't have to recompute everything when the same
/// pawn structure occurs again.
-PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
+PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const {
- Key key = pos.get_pawn_key();
+ Key key = pos.pawn_key();
PawnInfo* pi = probe(key);
// If pi->key matches the position's pawn hash key, it means that we