fight.c: gain_exp( ch, xp_gain );
fight.c: gain_exp( victim, ( exp_level( victim, victim->level ) - victim->exp ) / 2 );
fight.c: gain_exp( gch, xp );
fight.c: gain_exp( ch, 0 - los );
fight.c: gain_exp( ch, 0 - los );
magic.c: gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) );
magic.c: gain_exp( ch, 0 - xp_gain );
magic.c: gain_exp( ch, 0 - xp_gain );
magic.c: gain_exp( ch, 0 - xp_gain );
mud_comm.c: gain_exp( victim, ( exp_level( victim, victim->level ) - victim->exp ) / 2 );
mud.h:void gain_exp args( ( CHAR_DATA * ch, int gain ) );
skills.c: gain_exp( ch, gain );
skills.c: gain_exp( ch, 0 - lose );
skills.c: gain_exp( ch, 0 - lose );
update.c:void gain_exp( CHAR_DATA * ch, int gain )
fight.c:void group_gain args( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
fight.c: group_gain( ch, victim );
fight.c:void group_gain( CHAR_DATA * ch, CHAR_DATA * victim )
mud_prog.c:/* * call in fight.c, group_gain, after (?) the obj_to_room */
fight.c:int xp_compute args( ( CHAR_DATA * gch, CHAR_DATA * victim ) );
fight.c: xp_gain = ( int )( xp_compute( ch, victim ) * 0.85 * dam ) / victim->max_hit;
fight.c: fight->xp = ( int )xp_compute( ch, victim ) * 0.85;
fight.c: xp = ( int )( xp_compute( gch, victim ) * 0.1765 ) / members;
fight.c:int xp_compute( CHAR_DATA * gch, CHAR_DATA * victim )