float GetExperienceForLevel(ActorValueInfo * info, UInt32 level) { if(!info || !info->skillUsages) return 0.0; double fSkillUseCurve = 0.0; SettingCollectionMap * settings = *g_gameSettingCollection; if(!settings) return 0.0; Setting * skillUseCurve = settings->Get("fSkillUseCurve"); if(skillUseCurve) skillUseCurve->GetDouble(&fSkillUseCurve); return info->skillUsages[ActorValueInfo::kSkillImproveMult] * pow(level, fSkillUseCurve) + info->skillUsages[ActorValueInfo::kSkillImproveOffset]; }