Only access door if it's not locked?

i am using a script i found, it works just fine i added sound affect to it except i would like to add a function to allow some doors to be locked.

Something like:
var IsDoorLocked = 0; // 1= locked 0 = unlocked

set it on each door and display a message “Door is Locked!” and cancle the doop opening, just wondering if there is a simple way to do this.

private var open : boolean;
private var enter : boolean;

private var defaultRot : Vector3;
private var openRot : Vector3;

function Start(){
defaultRot = transform.eulerAngles;
openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z);
}

//Main function
function Update (){
if(open){
//Open door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
}else{
//Close door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
}

if(Input.GetKeyDown("e") && enter){
open = !open;
if (!audio.isPlaying){
    audio.Play();
  }
}
}

function OnGUI(){
if(enter){
GUI.Label(new Rect(Screen.width/17 - 50, Screen.height - 200, 250, 80), "Press (E) To Interact");
}
}

//Activate the Main function when player is near the door
function OnTriggerEnter (other : Collider){
if (other.gameObject.tag == "Player") {
enter = true;
}
}

//Deactivate the Main function when player is go away from door
function OnTriggerExit (other : Collider){
if (other.gameObject.tag == "Player") {
enter = false;
}
}

You could just add a boolean variable locked and verify it in Update and OnGUI:

// declare the locked variable public, so that other scripts can modify it
public var locked : boolean; 

private var open : boolean;
private var enter : boolean;
private var defaultRot : Vector3;
private var openRot : Vector3;
 
function Start(){
defaultRot = transform.eulerAngles;
openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z);
}
 
//Main function
function Update (){
if(open){
//Open door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
}else{
//Close door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
}
// only verify key and enter if not locked:
if(!locked && Input.GetKeyDown("e") && enter){
open = !open;
if (!audio.isPlaying){
    audio.Play();
  }
}
}
 
function OnGUI(){
var r = new Rect(Screen.width/17 - 50, Screen.height - 200, 250, 80);
if (enter){
  if (locked){ // if locked, display warning
    GUI.Label(r, "Door locked!");
  } else { // not locked: display instruction
    GUI.Label(r, "Press (E) To Interact");
  }
}
}
...