9:43 AM] zach2good: Or better yet, in
void AddExperiencePoints(bool expFromRaise, CCharEntity* PChar, CBaseEntity* PMob, uint32 exp, EMobDifficulty mobCheck, bool isexpchain)
where there are already latent checks
[9:44 AM] Teo: forget fiddling with latents. makes more sense to just have a value in play where each KI you just add 30, and then use said value's final result in the exp calc.