return new ShooterSplit(1f * Configuration.gameScale, 0, 1f * Configuration.gameScale,
1f * Configuration.gameScale, spawnPoint, cooldown, fireRate, variation, ShooterSplit.BASE_HEALTH);
}
protected Shooter getShooterSquiggle(Vector2 spawnPoint, int cooldown, float fireRate, String variation) {
return new ShooterSquiggle(1f * Configuration.gameScale, 0, 1f * Configuration.gameScale,
1f * Configuration.gameScale, spawnPoint, cooldown, fireRate, variation, ShooterSquiggle.BASE_HEALTH);
}