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Anyway the way you would do it is place the padlock model where you want it to be and name it something like padlock_mdl. Have motion start disabled. Select the door and name it and have it start locked. Create a brush that's textured with invisible and then turned into a func_breakable and set the health as well as the gib type. This will be the padlocks hitbox. In the outputs tab of the func_breakable have OnBreak -> padlock_mdl -> Break as well as OnBreak -> padlock_door -> unlock.
You can just do all of this in the prop_physics that is the padlock but having the func_breakable lets you better define the area the player can hit.
Thank you very much, man. I appreciate your help.
Now it's time to put padlocks on every door I see!