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Correctly fix "break from split" patch
In case split cut-offs we return with still some moves to go but we really want to break out from the loop now. No functional change.
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@@ -1016,8 +1016,12 @@ split_point_start: // At split points actual search starts from here
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&& depth >= Threads.min_split_depth()
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&& bestValue < beta
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&& Threads.available_slave_exists(thisThread))
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{
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bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
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depth, threatMove, moveCount, mp, NT);
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if (bestValue >= beta)
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break;
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}
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}
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if (SpNode)
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