public override void _PhysicsProcess(float delta) { if (!SFXPause && focused && !paused && UCIEngine.HasMove) { game.Call("make_ai_move", UCIEngine.Move, UCIEngine.Thinking == UCIEngine.ThinkingMode.Hint); UCIEngine.AcceptMove(); } if (log.Count > 0) { var message = log.Dequeue(); game.Call("send_to_ai_log", message.Str, message.Type); } base._PhysicsProcess(delta); }