as far as i know, there is no explicit toggle for LoS checks in the spell data. instead, the server is hard coded to check for LoS based upon the effects of the spell.
the snippet you posted, for example, checks for a negative return from IsHarmonySpell(), which checks for SE_Harmony or SE_ChangeFrenzyRad in the spell id you send as the parameter. if any of these are found, it's considered a harmony spell and the LoS check is ignored.
Code:
bool IsHarmonySpell(uint16 spell_id)
{
// IsEffectInSpell(spell_id, SE_Lull) - Lull is not calculated anywhere atm
return (IsEffectInSpell(spell_id, SE_Harmony) || IsEffectInSpell(spell_id, SE_ChangeFrenzyRad));
}