return getLargeEnemySquiggle(spawnPoint, cooldown, fireRate, variation);
}
protected LargeEnemy getLargeEnemySplit(Vector2 spawnPoint, int cooldown, float fireRate, String variation) {
return new LargeEnemySplit(10f * Configuration.gameScale, 0, 2f * Configuration.gameScale,
2f * Configuration.gameScale, spawnPoint, cooldown, fireRate, variation, LargeEnemyBurst.BASE_HEALTH);
}