- {l Code}: {l Select All Code}
if (&& (> (mutators) 0) (& (mutators) 0x0020)) [compass "loadout" [showgui loadout]]
My question is, how on Earth does it work? I'm used to seeing C++ and the like logic, so I've never seen this...and I believe this is unique to RE.
Anyway, what I'm trying to accomplish is a feature that automatically sets a bind, based on game mode. In my case, it's changing the order of compass rotation. But since I have no idea how RE logic works, I can't add it. So my main question is, how do I write it? Like, why are there logical and bitwise AND, and a GT immediately following opening parentheses? I assume it has something to do with the odd order of nesting in it, but even still, looking at it, it doesn't make the least bit of sense. Could a dev that understands please show me the light?