12   if (state->turn() == 
BLACK)
 
   13     return hasCheckmateMove<BLACK>(depth, best_move, proof_pieces);
 
   15     return hasCheckmateMove<WHITE>(
depth, best_move, proof_pieces);
 
   22   NumEffectState* state= &states[
depth];
 
   23   if (state->turn() == 
BLACK)
 
   24     return hasCheckmateMove<BLACK>(depth, best_move);
 
   26     return hasCheckmateMove<WHITE>(
depth, best_move);
 
   33   NumEffectState* state= &states[
depth];
 
   34   if (state->turn() == 
BLACK)
 
   35     return hasCheckmateWithGuide<BLACK>(depth, guide, proof_pieces);
 
   37     return hasCheckmateWithGuide<WHITE>(
depth, guide, proof_pieces);
 
   44   NumEffectState* state= &states[
depth];
 
   45   if (state->turn() == 
BLACK)
 
   46     return hasEscapeMove<BLACK>(last_move, depth);
 
   48     return hasEscapeMove<WHITE>(last_move, 
depth);
 
   56   NumEffectState* state= &states[
depth];
 
   57   if (state->turn() == 
BLACK)
 
   58     return hasEscapeByMove<WHITE>(next_move, depth, check_move, proof_pieces);
 
   60     return hasEscapeByMove<BLACK>(next_move, 
depth, check_move, proof_pieces);
 
   67   NumEffectState* state= &states[
depth];
 
   68   if (state->turn() == 
BLACK)
 
   69     return hasEscapeByMove<WHITE>(next_move, depth);
 
   71     return hasEscapeByMove<BLACK>(next_move, 
depth);