I’m changing the mission success code so you can continue to build up Profit in a level until your O2 is depleted. It was always meant as kind of joke that you would leave a dig as soon as you got out of the red, and this will make Score Leaderboards make a little more sense.

The green code was all I had to add…

if(global.o2 < 1 && !gameover && global.profit < 1) 
{

gameover = true;
alarm[1] = 240;
with(obj_player1)
hp=0;

}
else if(global.o2 < 1 && !gameover && global.profit > 0)
{

global.level++;
global.totalscore+=global.profit; roomgoto(rmmininext);

}

Yes, the first part kills everyone if they run out of O2 and haven’t made a profit ;P