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good luck for the next !
It literally makes it harder and more frustrating to aim the laser properly and in case when the thing even dares to fall over, it's really annoying to reorient that damn thing.
The reason why I used the laser cube specifically is because it correctly reorients itself once you pick it up, so it falling over isn't an issue anymore. This, and the laser cube uses some physics constraints when in mid-air, so it falling over would rarely happen, if at all. These properties are really beneficial, so I just accepted the rest of the jank that came along with it.
Also, I already found a different solution to this issue. There's now a trigger inside a button that triggers a filter_activator_name and only let's the companion cube activate the button. That should fix, or at least circumvent that tiny problem.
You see, I had to make a fair amount of compromises to make this thing fun to play around with gameplay wise and the best way I've gotten around to achieving that is literally attaching an invisible laser cube to the laser emitter, which has the stupid side effect of it being able to activate cube buttons. It's very janky.
Was there something you could do in the secret radio room ? I tried looking for something to insert into the wall but couldn't find anything.
That said, your laser emitter has no backfaces - they are nodraw.