Assets/CODE/Control2Dcharacter.cs(143,29): error CS0019: Operator `&&' cannot be applied to operands of type `bool' and `void'

I have no idea how to fix this!
I already use *******to mark the line 29 and 143 ,


using UnityEngine;
using System.Collections;

public class Control2Dcharacter : MonoBehaviour
{
private const float SkinWidth = .02f;
private const int TotalHorizontalRays = 8;
private const int TotalVerticalRays= 4;

private static readonly float SlopeLimitTangant = Mathf.Tan (75f * Mathf.Deg2Rad);

public LayerMask PlatforMask;
public Control2Dparameter DefaultParameters;

public Control2DState State {get;private set; }
public Vector2 Velocity {get {return _velocity;}} 
public bool CanJump {get { return false;}}
public bool HandleCollisions {get;set;}
public Control2Dparameter Parameters { get { return _overrideParameters ?? DefaultParameters; }}

private Vector2 _velocity;
private Transform _transform;
private Vector3 _localScale;
private BoxCollider2D _boxCollider;
private Control2Dparameter _overrideParameters;

private Vector3
	_raycastTopLeft,
*************LINE.29 _raycastBottomRight,
	_raycastBottomLeft;

private float 
	_verticalDistanceBetweenRays,
	_horizontalDistanceBetweenRays;

public void Awake()
{
	HandleCollisions = true;
	State = new Control2DState();
	_transform = transform;
	_localScale = transform.localScale;
	_boxCollider = GetComponent<BoxCollider2D>();

	var colliderWidth = _boxCollider.size.x * Mathf.Abs(transform.localScale.x) - (2 *SkinWidth);
	_horizontalDistanceBetweenRays = colliderWidth / (TotalVerticalRays - 1);

	var colliderHeight = _boxCollider.size.y * Mathf.Abs(transform.localScale.y) - (2 *SkinWidth);
	_verticalDistanceBetweenRays = colliderHeight / (TotalHorizontalRays - 1);
}

public void AddForce(Vector2 force)
{
	_velocity = force;
}

public void SetForce(Vector2 force)
{
	_velocity += force;
}

public void SetHorizontalForce(float x)
{
	_velocity.x = x;
}

public void SetVerticalForce(float y)
{
	_velocity.y = y;
}

public void Jump()
{
}

public void LateUpdate()
{
	Move(Velocity * Time.deltaTime);
}

public void Move(Vector2 deltaMovement)
{
	var wasGrounded = State.IsCollidingBelow;
	State.Reset();

	if (HandleCollisions)
	{
		HandlePlatforms();
		CalculateRayOrigins();

		if (deltaMovement.y < 0 && wasGrounded)
			HandleVerticalSlope(ref deltaMovement);

		if (Mathf.Abs(deltaMovement.x) > .001f)
			MoveHorizontally(ref deltaMovement);

		MoveVertically(ref deltaMovement);
	}		

	_transform.Translate(deltaMovement, Space.World);

	//TODO: Additional moving platform code

	if (Time.deltaTime > 0)
		_velocity = deltaMovement / Time.deltaTime;

	_velocity.x = Mathf.Min (_velocity.x, Parameters.MaxVelocity.x);
	_velocity.y = Mathf.Min (_velocity.y, Parameters.MaxVelocity.y);

	if (State.IsMovingUpSlope)
		_velocity.y = 0;
}

public void HandlePlatforms()
{
}

private void CalculateRayOrigins()
{
	var size = new Vector2(_boxCollider.size.x * Mathf.Abs(_localScale.x),_boxCollider.size.y * Mathf.Abs(_localScale.y)) / 2;
	var center = new Vector2(_boxCollider.center.x * _localScale.x, _boxCollider.center.y * _localScale.y);

	_raycastTopLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y + size.y - SkinWidth);
	_raycastBottomRight = _transform.position + new Vector3(center.x + size.x - SkinWidth, center.y - size.y + SkinWidth);
	_raycastBottomLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y - size.y + SkinWidth);
}

private void MoveHorizontally(ref Vector2 deltaMovement)
{
	var isGoingRight = deltaMovement.x > 0;
	var rayDistance = Mathf.Abs(deltaMovement.x) + SkinWidth;
	var rayDirection = isGoingRight ? Vector2.right : -Vector2.right;
	var rayOrigin = isGoingRight ? _raycastBottomRight : _raycastBottomLeft;

	for (var i = 0; i < TotalHorizontalRays; i++)
	{
		var rayVector = new Vector2(rayOrigin.x, rayOrigin.y + (i * _verticalDistanceBetweenRays));
		Debug.DrawRay(rayVector,rayDirection * rayDistance, Color.red);

		var rayCastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatforMask);
		if (!rayCastHit)
			continue;

**********LINE 143 if (i == 0 && HandleHorizontalSlope(ref deltaMovement, Vector2.Angle(rayCastHit.normal, Vector2.up), isGoingRight))
break;

		deltaMovement.x = rayCastHit.point.x - rayVector.x;
		rayDistance = Mathf.Abs(deltaMovement.x);

		if(isGoingRight)
		{
			deltaMovement.x -= SkinWidth;
			State.IsCollidingRight = true;
		}
		else
		{
			deltaMovement.x += SkinWidth;
			State.IsCollidingLeft = true;
		}

		if (rayDistance < SkinWidth + .0001f)
			break;
	}
}

private void MoveVertically(ref Vector2 deltaMovement)
{
}

private void HandleVerticalSlope(ref Vector2 deltaMovement)
{
}

private void HandleHorizontalSlope(ref Vector2 deltaMovement, float angle, bool isGoingRight)
{
}

public void OnTriggerEnter2D(Collider2D other)
{
}

public void OnTriggerExit2D(Collider2D other)
{
}

}

your function HandleHorizontalSlope() returns a void, not a bool… the error message is kinda telling you that.

EDIT: the error message tells the line number and column position in the line where the error is.

please use code tags for ALL of the code…