// 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); }; });

Treyarch has released a new Game Settings Update for Call of Duty: Black Ops 4 in the evening on August 14 on all platforms for some weapons adjustments based on fan feedback.

Heres the patch notes:

Weapon Tuning: S6 Stingray and Reaver C86

Today’s game settings update delivers new tuning changes to two of our newer weapons based on community feedback and internal weapon performance analytics. These changes are now live on consoles, and planned to come to PC tomorrow after additional platform-specific testing.

We’ve particularly taken player feedback into account for the S6 Stingray and significantly rebalanced the weapon to fit in the right power band for its class, including tweaks to projectile speed, burst delay, maximum damage, headshot damage, ammo capacity, the Impact Blast Operator Mod, and multiple attachments. See below for the patch notes on all tuning changes across Multiplayer, Blackout, and Zombies for the S6 Stingray and Reaver C86.

CWL Champs is Here!

https://i.redd.it/9e01b3umaig31.png

The culmination of the 2019 Black Ops 4 CWL season is now live! Watch your favorite teams compete for the championship title in the PS4 in-game event viewer and at Twitch.tv/CallofDuty now through Championship Sunday.

Here’s what’s new today:

https://i.redd.it/d3jqvbiqaig31.png

MULTIPLAYER

  • Weapons
    • S6 Stingray
      • Reduced projectile speed.
      • Increased delay between bursts.
      • Reduced maximum damage.
      • Reduced maximum damage range.
      • Reduced headshot multiplier.
      • Reduced ammo capacity.
      • Operator Mod: Longer burst delay time.
      • Long Barrel: Reduced damage range bonus.
      • Quickdraw: Reduced ADS-in bonus.
      • Rapid Fire: No longer improves projectile fire speed, but still improves burst delay time.
    • Reaver C86
      • Reduced ADS speed.
      • Reduced reload speed.
      • Reduced hip-fire accuracy.
      • Titanium Bolt: Slightly reduced projectile speed bonus.

BLACKOUT

  • Weapons
    • S6 Stingray
      • Increased delay between bursts.
      • Reduced headshot multiplier.
      • Reduced ammo capacity.
    • Reaver C86
      • Reduced ADS speed.
      • Reduced reload speed.
      • Reduced hip-fire accuracy.

ZOMBIES

  • Weapons
    • S6 Stingray
      • Reduced projectile speed.
      • Increased delay between bursts.
      • Reduced ammo capacity.
      • Operator Mod: Longer burst delay time.
      • Long Barrel: Reduced damage range bonus.
      • Quickdraw: Reduced ADS-in bonus.
      • Rapid Fire: No longer improves projectile fire speed, but still improves burst delay time.
    • Reaver C86
      • Reduced ADS speed.
      • Reduced reload speed.
      • Reduced hip-fire accuracy.
      • Titanium Bolt: Slightly reduced projectile speed bonus.

SOURCE: Treyarch

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