#nullable enable using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.GameObjects.EntitySystems { /// /// Used on the server side to manage global access level overrides. /// class ServerDoorSystem : EntitySystem { /// /// Determines the base access behavior of all doors on the station. /// public AccessTypes AccessType { get; set; } /// /// How door access should be handled. /// public enum AccessTypes { /// ID based door access. Id, /// /// Allows everyone to open doors, except external which airlocks are still handled with ID's /// AllowAllIdExternal, /// /// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has /// ID access. /// AllowAllNoExternal, /// Allows everyone to open all doors. AllowAll } public override void Initialize() { base.Initialize(); AccessType = AccessTypes.Id; } } }