using Robust.Shared.Prototypes; namespace Content.Shared.Access { /// /// Defines a single access level that can be stored on ID cards and checked for. /// [Prototype("accessLevel")] public sealed partial class AccessLevelPrototype : IPrototype { [ViewVariables] [IdDataField] public string ID { get; private set; } = default!; /// /// The player-visible name of the access level, in the ID card console and such. /// [DataField("name")] public string? Name { get; set; } } }