frequency, this.variation);
}
private Bullet getSplitBullet(Ship ship, float bulletScale, float splitAngle, float splitTime, boolean hasSplit) {
return new EnemySplitBullet(EnemySquiggleBullet.BULLETSPEED, 0, .5f* bulletScale * Configuration.gameScale,
.5f* bulletScale * Configuration.gameScale, new Vector2(getPosition().x + getWidth() / 2, getPosition().y
+ getHeight() / 2), new Vector2(ship.getPosition().tmp().sub(getPosition()).nor()),
this.variation, splitAngle, splitTime, hasSplit, bulletScale);
}