This to prevent output from the previous game hanging there during the
next game, when the engine that is really playing is in book and
doesn't produce thinking output there.
SetProgramStats( &stats );
}
+void
+ClearEngineOutputPane(int which)
+{
+ static FrontEndProgramStats dummyStats;
+ dummyStats.which = which;
+ dummyStats.pv = "#";
+ SetProgramStats( &dummyStats );
+}
+
#define MAXPLAYERS 500
char *
SendToProgram(buf, cps);
}
cps->initDone = TRUE;
+ ClearEngineOutputPane(cps == &second);
}