// 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’s Studio Design Director appears to have gotten himself in a bit of a situation with tweets on skill based matchmaking in Call of Duty.

All of the tweets have since been deleted, but users have captures screenshots of the tweets to showcase.

Vahn quote-RT’d YouTuber Legiqn’s video celebrating 7 years of Call of Duty: Black Ops 2 by saying “See, I told you skill based matchmaking wasn’t evil. (I am teasing. Connection >, you pub stomping monsters.)

Without realizing the current questions about Call of Duty: Modern Warfare’s matchmaking, Vahn tweeted to Joe Cecot and Ashton Williams that he did not mean to call anyone out and knows that doing cross platform matchmaking is a tricky thing. He said they “slam-dunked” the cross platform system.

He then followed up again saying that “not shots were fired” to Infinity Ward and we can “quote him” that he was not attacking Infinity Ward. He said that IW’s matchmaking is “insanely good for cross platform play.”

He ended this Twitter discussion on SBMM by saying Infinity Ward’s matchmaking is “connection based” and they have “fantastic matchmaking.” He said he’s “taking notes” on how Infinity Ward does it for the future Treyarch projects.

All of the above tweets have since been deleted from Vonderhaar’s profile. Infinity Ward has so far remained silent about the conversation of SBMM being in Call of Duty: Modern Warfare. There has been no official confirmation from the studio that SBMM is even in the game, but fans have claimed that their own testing shows SBMM is “ruining” their experience.

SOURCE: Reddit

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