// initialize jwplayer var playerInstance = jwplayer('player');// player dom elements var playerContainerEl = document.querySelector('.player-container');// returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); }// returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); }// configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' });// when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED });// get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl);// set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px';// below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop;if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); }// namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false;// window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); };});

In a Reddit post previewing what’s coming with the next patch update for Call of Duty: Black Ops 4, Treyarch has provided some details, with more to come next week, on the camo progression system for Blackout.

They confirmed that Blackout is getting its own camo progression system for players to earn new camos for that specific mode to rollout after the Update 1.12 goes live, which is set to rollout on January 29. The camo system will be ‘different’ than that of the MP system, and the initial progression system will starting with the upcoming update with the full rollout of the feature to follow shortly after the update goes live.

We’re also planning on launching Blackout’s full camo progression system following the initial rollout of the 1.12 update, as well as support for Mastery Camos in Blackout and Zombies. These features work a bit differently compared to the current camo systems in Multiplayer, and we’ll be putting the finishing touches on them shortly after releasing the updates listed above. Support for Mastercrafts, Reactive Camos, and Black Market Camos in Zombies is also planned to go live in this timeframe.

In addition, Treyarch has confirmed that the system in Blackout will be different than the system of MP. So, those who have Gold, Diamond, or Dark Matter camos unlocked in MP, those will not be automatically unlocked in Blackout. There is a separate camo system in Blackout with a ‘new mechanic’ to unlock them.

The weapon camo progression design for Blackout is a different system with its own challenges compared to Multiplayer, and Gold, Diamond, and Dark Matter unlocked in Multiplayer will not be automatically unlocked in Blackout. There will be different camos to unlock in Blackout on the path to Mastery Camos through a wholly new mechanic.

As we mentioned in an earlier update, we want to make sure that equipping these camos in each mode proves that you put in the effort required to earn them. Hope this helps! More details to come next week

SOURCE: Reddit

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