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authorScott Gasch <[email protected]>2026-09-20 10:20:16 -0700
committerScott Gasch <[email protected]>2026-09-20 10:20:16 -0700
commit48a958fb6e14607a68067a09b4a4cb576bf6b742 (patch)
tree8951c83088995df8c3e5efe328634478c27ba5b4 /src/eval.c
parent8c0d66f13f08cb5e760d787a878260ad67d17c13 (diff)
INFINITY -> INFINITY_SCORE to not collide with math.h.
Diffstat (limited to 'src/eval.c')
-rw-r--r--src/eval.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/eval.c b/src/eval.c
index 02dab53..7d3f38b 100644
--- a/src/eval.c
+++ b/src/eval.c
@@ -3393,8 +3393,8 @@ Return value:
// Plain Newton's-method sqrt, no <math.h> -- chess.h's own VALUE_KING
-// #defines INFINITY as a board-eval sentinel, which collides with
-// <math.h>'s own INFINITY macro, so libm's sqrt() isn't available
+// #defines INFINITY_SCORE as a board-eval sentinel, which collides with
+// <math.h>'s own INFINITY_SCORE macro, so libm's sqrt() isn't available
// here without one shadowing the other. Variance is always small
// (swings are bounded well under 2^31), so a fixed handful of Newton
// iterations from a decent seed converges to full double precision.