Gaerzi: I don't know specifically and I haven't kept a copy of Brutal Doom around to check, but it is going to be either in a file named "DECORATE" or in a file that is #included in a DECORATE file. You can find out more precisely where each class is defined by using the [url=http://zdoom.org/wiki/CCMDs:Informational#dumpactors]dumpactors[/url] console command. Keep in mind that, as the wiki explains, it's going to take a while to process and format all the information and you have to use a logfile first because it's going to take more lines that the console buffer has. The output is tab-separated so you can easily copy-paste it from your logfile into a spreadsheet and everything will fall neatly into columns, and you can then turn it into a pivot table.
Keep in mind that if it's in a file named DECORATE, you might have several different files with the exact same name in an archive, so that might not be enough to pinpoint it.
Anyway, once you've found out the baron replacement, it's mostly a question of making sure that each of its possible deaths does call A_BossDeath somewhere. DECORATE is a very simple language so it's pretty easy to understand. Basically you have a bunch of properties, and a list of states. States are identified by a sprite (four characters), a frame (one character), a duration, and then they can have an action (such as A_BossDeath). You can have several states on the same line, sharing the same sprite, action and duration but not necessarily the same frame, in that case instead of one character for the frame, you'll get a string of several characters, each one indicating which frame this state uses. It's all explained
here if you want examples.
Okay, checking in the DECORATE file it includes files for various enemies. One of them called BARON. There is then a BARON.txt file present that seems to hold the necessary code.
However, going through that, whilst I can see some Death.<name> references, I can't really see why some of these blocks have a line containing A_BossDeath and others don't, as it seems that some lines are calling others via some call to A_CustomMissile.
There is a block for Death (and also many subsections for Death.<name> as I mentioned above).
This Death section then has A_CustomMissiles for XDeath1, XDeath2, XDeath3 and XDeath4. But I can't see such a named reference, just a standard XDeath block. Do the numbers mean something related to the text part of the reference (so that these all call XDeath with a numbered parameter)?
Anyway, XDeath does contain A_BossDeath, but other Death.<name> blocks don't.
I've compared it to the same file in Project Brutality. This one seems to have many more A_BossDeath calls, but even so, not all of the Death.<name> blocks contain this call, such as the Death.Blackhole block.
I've uploaded the two BARON.txt files here (_BD for the Brutal Doom version, _PB for the Project Brutality version). The file extensions need to be renamed as GOG only allows upload of image files.
I feel that if I could understand the statements better then I might stand a chance at doing something with it, but it seems to be jumping around all over the place and I can't make head nor tail of the 4 character names (these are called the "sprite" names, right?). Are they just a unique identifier for something, and where are they initialized?
Guess I would need to properly learn some DECORATE to do this (I hoped it would be just an easy search for the references and add in the missing A_BossDeath line per affected block), but I don't have the time.
EDIT: Okay, so sprite names really are part of an actual image file. The sprite name + frame + a number for the directional angle should correspond to an actual image in the WAD/PK3. Only not all such constructs have a corresponding image file (or at least not in the Brutal Doom PK3 file). Maybe always using a TNT1 (invisible sprite) would be okay? Or the ---- for the current sprite?