Have the grahical selection box represent the sprite we are based off of. It seems more realistic that way.
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@ -527,6 +527,22 @@ namespace SpriteLibrary
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{
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{
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if (!VerifySpriteBeforeSaving()) return;
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if (!VerifySpriteBeforeSaving()) return;
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FormToSpriteInformation();
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FormToSpriteInformation();
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//Copy information from the frame we are based off of. This makes the visible selection
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//equal to the one it is a copy of.
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if(CurrentSIAnimation >=0 && TempInformation.Animations[CurrentSIAnimation].FieldsToUse != AnimationType.SpriteDefinition)
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{
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int which = TempInformation.Animations[CurrentSIAnimation].AnimationToUse;
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if (which >= 0 && which < TempInformation.Animations.Count)
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{
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AnimationInfo oAI = TempInformation.Animations[TempInformation.Animations[CurrentSIAnimation].AnimationToUse];
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AnimationInfo nAI = TempInformation.Animations[CurrentSIAnimation];
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nAI.ImageName = oAI.ImageName;
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nAI.StartPoint = oAI.StartPoint;
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nAI.Width = oAI.Width;
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nAI.Height = oAI.Height;
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nAI.NumFrames = oAI.NumFrames;
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}
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}
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if (CurrentSIIndex > 0 && CurrentSIIndex < SpriteInformation.Count)
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if (CurrentSIIndex > 0 && CurrentSIIndex < SpriteInformation.Count)
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{
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{
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SpriteInformation[CurrentSIIndex].CopyFrom(TempInformation);
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SpriteInformation[CurrentSIIndex].CopyFrom(TempInformation);
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