// 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); }; });

A patch update which was delayed before is now live for Call of Duty: Infinite Warfare on PlayStation 4 and Xbox One.

Patch Notes –

General Fixes:

  • Various map fixes
  • On occasion, players who have the R-VN, Axe, or UDM in a loadout would no longer have access to the weapons if a host migration occurs. This has been fixed.
  • Fix for an issue where Season Pass holders on Xbox One were not able to download Sabotage DLC from in-game
  • Fix for the Epic UDM doing too much damage in TTDM. This now matches the same damage rules as sniper rifles in TTDM.
  • Fix for some users receiving the ‘weapon_graitonsuper_wm’ error after the last update
  • Steel Dragon – Reduced sprint out to fire time
  • Fix for the Axe camo challenges not tracking progress
  • Fix for an issue where it would take 6 shots to a player with a Blast Shield with the Howitzer in Hardcore
  • Added the R-VN and UDM to regular Gun Game
  • Uplink: Fixed an issue in Overtime where the goal VFX and team score would increment even though the scoring team lost the second round of overtime
  • Taunt combo system added to the Winner’s Circle
  • Fix for the Sage Phantom head not appearing correctly when viewing in 3rd person


  • Type-2 (AR mode) – Slight increase to the fire rate and a decrease to ADS recoil
  • Type-2: Slight increase to hip fire spread when in akimbo mode
  • R-VN: Increase to the 3 bullet hit kill range
  • Volk – Increase to the 3 bullet hit kill range
  • Titan – Slightly increase to the fire rate and an increase to the 4 bullet hit kill range
  • KBAR – Slightly decrease to the 4 bullet hit kill range
  • NV4 – Slightly increase to the ADS recoil
  • Widowmaker – Reduced delay between bullets within the burst
  • DMR – Slight decrease to the ADS time
  • EBR-800 (AR mode) – Increase to the 5 bullet hit kill range
  • EBR-800 (Sniper mode) – Reduce ADS sway speed
  • Howitzer changes: Explosion radius increased. Explosion damage more consistent. Damage to scorestreaks increased. VFX updated to better represent the explosion radius. Fixed a bug where the projectile would play an explosion VFX without doing any damage. Fix a bug where the projectile could still explode after bouncing off a surface.

SOURCE: Infinity Ward

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