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            // instruct it about its allowed search depth BEFORE each move (this ensures engine will be "ready" to handle the command)
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            // instruct it about its allowed search depth BEFORE each move (this ensures engine will be "ready" to handle the command)
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            // then build the move string, and send the move string to the engine
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            // then build the move string, and send the move string to the engine
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            Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
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            Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_sd, options.engine.depth);
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            Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
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            Player_SendBuffer_Add (player, 1000, L"\n"); // since the format string was read from the options, don't forget to end it with a carriage return
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            Player_SendBuffer_Add (player, 1000, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
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            Player_SendBuffer_Add (player, 1000, options.engine.program_options.command_move, Move_BuildString (&the_board.moves[the_board.move_count - 1]));
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            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
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            Player_SendBuffer_Add (player, 1000, L"\n"); // end the send buffer with a carriage return
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         }
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         }
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         // else game has not started yet, but it's our turn
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         // else game has not started yet, but it's our turn
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         else
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         else