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https://developer.valvesoftware.com/wiki/Logic_measure_movement
Per the documentation, "logic_measure_movement is a point entity available in all Source games. This entity measures the movement of an entity relative to another entity and then applies that movement to a third entity."
So you can put down any entity, such as a Point entity. Then use Logic Measure Movement to measure one cube's distance from that Point, and apply that movement to the second cube.
So why all the glass walls/floors? Because once Logic Measure Movement grabs onto the second cube, that second cube needs room to move, the same movement area as the source cube the player is holding. By restricting movement of the source cube held by the player, the movement of the target cube is restricted as well. This reinforces the concept that the cubes are entangled.
I put up invisible physics walls, which are filtered on the cubes. This allows the player to walk out of the restricted movement area, and the cube just drops. Per some bug reports, I should have also put in invisible ceilings, because people can throw the cube out of the restricted area. I have never been good at throwing cubes in the game.
Are you the guy who made portal reloaded