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OldThink/Content.Server/GameObjects/EntitySystems/ServerDoorSystem.cs

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