luka wrote:Chaingun in Brutal Doom seems to kill Baron quicker,
I think Brutal Doom is at fault here. It replaces the Baron with its own version which has a broken death sequence - the A_BossDeath call is missing in all but the standard one, and - for most damage types. Depending on how it gets killed, it either works or not.
To get a bit technical, the Chaingun's damage type is CutLess, and here's the corresponding death sequence:
Code: Select all
Death.CutLess:
TNT1 A 0
TNT1 A 0 A_Jump(128, "Death.Blast")
TNT1 A 0
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_BossDeath
KSA8 A 8
TNT1 A 0 A_SpawnItem("DyingBaron1")
Stop
Note the A_Jump in the second line. It jumps to somewhere else, namely here:
Code: Select all
Death.Blast:
Death.SSG:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2b", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3b", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("XDeathBrain1", 60, 0, random (0, 360), 2, random (0, 160))
BDSS PQRSTU 6
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
BDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
BDSS V -1
//TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
Stop
You'll see that it does not contain an A_BossDeath call, meaning if the baron dies that way the special won't be triggered.
It should be noted that overall the DECORATE in Brutal Doom is very, very broken, and produces an endless amount of glitches in just the right situations. If you find a bug using Brutal Doom, you should always cross-check if it also happens without it.