Using Mirror Networking, is there a "Run Everywhere" attribute?

I understand that Mirror uses the authoritative server approach but I was wondering if there was any override for just simply calling a method on both the server and client, without caring who sent the command?

At the moment I use this kind of programming while running commands

[Command]
public void CmdOpenDoor()
{
	RpcOpenDoor();
	OpenDoor();
}

[ClientRpc]
private void RpcOpenDoor()
{
	OpenDoor();
}

private void OpenDoor()
{
	DoorScript.Open();
}

Is there anything like this so you can shorten code?

[GlobalRpc]
public void GlobalOpenDoor()
{
	DoorScript.Open();
}

You can bypass server authority by using requiresAuthority=false on the Command attribute: Remote Actions - Mirror

Example usage:

public enum DoorState : byte
{
    Open, Closed, Locked
}

public class Door : NetworkBehaviour
{
    [SyncVar]
    public DoorState doorState;
    
    [Client]
    void OnMouseUpAsButton()
    {
        CmdSetDoorState();
    }

    [Command(requiresAuthority = false)]
    public void CmdSetDoorState(NetworkConnectionToClient sender = null)
    {
        bool hasDoorKey = sender.identity.GetComponent<PlayerState>().hasDoorKey;
        
        if (doorState == DoorState.Open)
        {
            doorState = hasDoorKey ? DoorState.Locked : DoorState.Closed;
            return;
        }
        
        if (doorState == DoorState.Locked && hasDoorKey)
        {
            doorState = DoorState.Open;
            return;
        }
        
        if (doorState == DoorState.Closed)
            doorState = DoorState.Open;
    }
}

Edit:
If you’re using a version of Mirror before 8th March 2021 the attribute is called ignoreAuthority
source: Change Log - Mirror

[Command(ignoreAuthority = false)]
public void CmdSetDoorState(NetworkConnectionToClient sender = null)
{
    // Do command magic
}