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(→Blue teleport: added info on blue teleport wrong warp) |
(→Logic Gates: pointer for future research) |
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In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. | In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. | ||
It is currently unknown how the game prioritizes multiple valid logic gate and teleport destinations. | |||
== Red teleport == | == Red teleport == |