There's two versions of And in Blitz. The logical one that is typically used in If..Then statements (which you talk about), and also the bitwise version that is used in maths (such as in ReadPixel, etc).
The problem with Blitz3D is that they both look the same and Blitz3D decides which to use depending on the context in which it is used. However, the thing to remember is that even in those If..Then statements is that each condition is evaluated to True or False anyway (1 or 0) so a bitwise check is ultimately done to determine whether the condition has been met.
Most other languages actually make a distinction between the two to make it clearer what you want. For example, BlitzMax has And for logical operations and & for the bitwise version.
The problem with Blitz3D is that they both look the same and Blitz3D decides which to use depending on the context in which it is used. However, the thing to remember is that even in those If..Then statements is that each condition is evaluated to True or False anyway (1 or 0) so a bitwise check is ultimately done to determine whether the condition has been met.
Most other languages actually make a distinction between the two to make it clearer what you want. For example, BlitzMax has And for logical operations and & for the bitwise version.