// 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); };});

UPDATE: In a new post on Reddit, Michael Condrey has shared some of the weapon tuning updates the studio is currently considering. Condrey says that they cannot promise to make all of these changes, but they are actively looking at all of the data and feedback for weapon tuning update coming out in the next few weeks.

From Condrey:

Here’s what’s top of mind currently, though we haven’t committed to any of them yet so let’s talk it through:

  • Kar98k. It’s currently setup to be the second most damaging sniper (to the Springfield by a small margin), but also the quickest scoping time weapon in the class. We’re considering an ADS in time nerf.
  • FG42. Did we go too far with the last fire rate nerf? Maybe. It’s a great weapon that we want to have as viable option with other ARs and SMGs. Might need to find a median between where it was, and where it is now.
  • M1 Garand. Some sentiment of it being OP is mostly coming because of the kill potential at closer ranges. The difficulty of the weapon lies in its recoil when shot rapidly down range, but you don’t really feel the recoil when firing at close range due to recoil effecting range fights, and more consistent aim assist at closer ranges. May need to adjust fire rate, pull up time, and/ or reload time.
  • STG44. I love this weapon. And it’s such an iconic WWII assault rifle. It’s pretty versatile too. But it may need a slight buff to make it competitive with the BAR, Garand, and FG42 (if we buff as noted above), and viable against some of the most used SMGs.

In a new Reddit comment on r/WWII, Sledgehammer Games has shared that they are working on a big new game update for Call of Duty: WWII that is scheduled to go live in the ‘next couple of weeks,’ which will include many updates that fans have been asking for. SHG did not go into detail as to what exactly will be in the update as of now.

SHG has also stated that they are working on a new ‘big in-game event’ that is set to go live ‘soon.’ SHG states more information on what the event is will be revealed in the near future. Alongside this, new game modes, engagements events, and DLC1 is in the works.

We’re working towards a massive full integrate, similar to our game update on 12/7 LINK, that should hit in the next couple weeks and will include many of the changes requested in this Subreddit, and our social channels. We’re also working on the upcoming Resistance DLC1, adding new modes, and engagement events. Plus, a big in-game event that’s coming up. More details soon on that.

Stay tuned for the latest information.

SOURCE: Reddit

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