It now has been tested in several games and works perfectly. (flanders.servegame.org in Europe runs it and bomber.quakeone.com does as well).
The above source files aren't quite right for ProQuake 3.50, but these ones are (I test compiled on Windows with 3.50 and verified everything functions):
http://www.quakeone.com/proquake/pq350- ... lusion.zipThe changes in 4 out of the 5 files are basically just 1 extra line. The changes in sv_main.c are just adding 2 cvars, and then a hunk of text that adds the functions that check if a player can see another player.
I imagine if this were implemented on a RuneQuake, I figure some situations where you can detect a player thru walls due to spawn shields, quad, electric rune and such would no longer be true.
I personally find this functionality very cool because I've seen some real dirtbag screenshots by some clan arena players using some rather heinous cheats and bragging about it, ruining the game. I think it is neat to put those dirtbags out of business, actually.
Is it a fit for RuneQuake? Well, I don't know that it is needed, but of course I'd think it'd be cool to have.
Either way, that's up to you and I hope you find the code interesting.