This one's simple enough that I actually built it in the editor (rather than just photoshopping a fake screenie to give an idea of it).
If you use the orange switch with the arrow (which turns off the lasers right then and there), you don't need to do anything special to route the player into a flag-activating shift. You can put the shift right on top of the switch. As long as the shift is Spot type and Activate on touch, the shift and the switch will activate together (I
think switches and spot-shifts are identical in size and shape).
x1000y1000 is the first state of the room. It is connected together with the rest of the level.
x1002y1000 is a copy of x1000y1000 with no doors.
The shifts and flags work the the same as in Shawnachu's idea, but just to make things clear:
The shift in x1000y1000 will turn on a flag (but won't transport the player).
Use flag warps to redirect the player to x1002y1000 on future entry into x1000y1000.
Screen edge warps in x1002y1000 are adjusted to point to the rooms adjacent to x1000y1000.
[x1000y1000]
;Adjust the X and Y warp coordinates to be consistent
;with the difference between your two rooms
ShiftTouch(A)=True
ShiftQuantize(A)=False
ShiftEffect(A)=False
ShiftVisible(A)=False
ShiftFlagOn(A)=1
Flag(A)=1
FlagWarpX(A)=2
FlagWarpY(A)=0
[x1002y1000]
WarpX(U)=-2
WarpY(U)=0
WarpX(D)=-2
WarpY(D)=0