... what i am saying is that it's already coded to ignore LoS checks for spells with SE_Harmony or SE_ChangeFrenzyRad.
Code:
// check line of sight to target if it's a detrimental spell
if(spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id))
{
mlog(SPELLS__CASTING, "Spell %d: cannot see target %s", spell_target->GetName());
Message_StringID(13,CANT_SEE_TARGET);
return false;
}
i'm not sure where you got the snippet you posted, but the above is from Mob::SpellFinished in spells.cpp