// 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 shared a blog post discussing some weapon tuning updates, as well as information on what to expect in Black Ops 4, including when to expect more details on contracts.

More details on Contracts are coming next week.

Here’s the news from Treyarch:

New Weapon Tuning

On Tuesday, we tuned the Ballistic Knife and S6 Stingray to better match their performance with the rest of the game’s arsenal. In today’s update, we’ve reduced the damage ranges on the Peacekeeper to ensure better balance against other assault rifles, and we agreed with many of you that the Operator Mod on the S6 Stingray proved too strong with its original rate of fire. As a result, we’ve increased the burst delay between shots, giving players more time to evade the Stingray’s projectiles and reducing potential damage per burst with the Operator Mod.

https://i.redd.it/y7r4ledssc431.jpg

Whether it’s brand new or a returning favorite, we design each weapon to feature a unique gameplay profile that feels fun to use while remaining balanced against other weapons. When that balance doesn’t seem quite right for any particular weapon, we’ll make tuning changes using a combination of back-end data and community feedback to keep the meta competitive and fresh for every weapon class. This is a design philosophy that we’ve upheld since the beginning of the series and will continue to maintain to ensure every play style can thrive.

Grind Weekend Playlist Now Live on All Platforms

Our Grind playlist is now live through 10AM PT Tuesday for all players, so get out there and get some wins in our new free MP map. We’re happy to bring this Black Ops II classic back for a new generation and we’re excited to see what you can do in it in Black Ops 4.

CWL Anaheim Begins Today

It’s finally here… the most iconic CWL event of the season kicks off today at 2PM PT with CWL Anaheim! This event is expected to surpass CWL Fort Worth as the most-attended open event in CWL history, with 16 Pro League teams competing in the Pro tournament and over 100 amateur teams fighting it out in the Open Bracket.

https://i.redd.it/gp653v2zsc431.png

Tune into twitch.tv/callofduty and cheer for your favorite teams all weekend long, including OpTic GamingFaZe ClaneUnited, and CWL London 2019 champs 100 Thieves. Who’s taking the trophy?

Much More to Come

Watch for our Treyarch Blog next week with full details on Black Ops 4’s upcoming Contracts system, including specifics on contract types, challenges, and rewards. As we mentioned earlier this week, we’re expanding the system to offer more contracts to choose from each day compared to previous games.

We’ve heard your requests for a wider variety of maps in Prop Hunt, and we’re planning to expand the map selection for both Prop Hunt and Capture the Flag in the near future. We’re also tracking an issue preventing MKII Weapons from leveling up properly, and we’re investigating a fix for an upcoming update. This update also fixes a Buy menu exploit in Heist and a recent issue with optics displaying properly on the Locus. Thanks as always for your reports and patience while we tackle new bugs as they come in.

Here’s what’s new with today’s update:

https://i.redd.it/qm7qs6i9tc431.png

MULTIPLAYER

  • Weapons
    • Peacekeeper
      • Reduced damage ranges. 
    • S6 Stingray
      • Increased burst delay while using the Operator Mod.
    • Locus
      • Addressed an issue that caused the reticles of some optics to be misaligned.
  • Game Modes
    • Heist
      • Closed an exploit where players could use Equipment during the Buy phase.
    • Capture the Flag
      • Matches can no longer end in a draw if no team captures the flag in round 3.
  • Specialists
    • Outrider
      • Hawk can now target enemies even after the controlling player has died.
    • Seraph
      • Closed an exploit where Seraph could get infinite respawns on a Tac-Deploy beacon. 
  • Featured Playlists (June 14-18)
    • PS4/Xbox One
      • Grind
      • Capture the Flag
      • Bolt-Action Barebones Moshpit
      • Barebones Objective Moshpit
      • Prop Hunt
    • PC
      • Grind
      • Capture the Flag
      • Barebones Objective Moshpit

BLACKOUT

  • Featured Playlists (June 14-18)
    • PS4 (June 11-18)
      • Ground War
      • Alcatraz
      • Solo
      • Duos
      • Quads
    • Xbox One (June 11-18)
      • Ground War
      • Hot Pursuit
      • Solo
      • Duos
      • Quads
    • PC
      • Ground War
      • Hot Pursuit
      • Duos
  • Miscellaneous
    • General stability improvements. 

SOURCE: Treyarch

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