// 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); };});

Activision and Infinity Ward have teased a first look and details on the Gunsmith In Modern Warfare.

Details from Activision Blog:

The weapons bench is shrouded in darkness. Scattered ammunition is strewn about the surface of the bench. As we inspect the weapons, we discover a pistol lying next to some explosives. Nearby is a pack of grenades.

But we’re here to tool up with an assault rifle. Getting the right selection of attachments is vitally-important to your Multiplayer game. Thankfully, there’s an impressive array of options, as we cycle through some of the many customization options, at various times locking in a Muzzle Break, Balanced Suppressor, Scout Combat Optic, Lightweight Stock, CQB grip, Corp Combat and Holo Sight.

Gunsmithing is a robust weapon customization option for your two main Loadout weapons: Each Primary and Secondary Weapon can be augmented to give you the precise type and style of firepower you require for any type of multiplayer game mode. You can customize up to five parts of each weapon, until your available slots are filled. With Assault rifles, for example, you usually have nine areas of the weapon to augment: The Muzzle, Lasers, Optic, Stock, Rear Grip, Magazine, Underbarrel, Barrel, or a Perk. Choose wisely.

Now you’re ready for battle.

Video:

Check back Aug 1 for the full reveal.

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