Antiradiation missiles ignore whatever definitions they have for restricting their ability to see and lock on targets.
Both antiradiation missiles present in vanilla inherit from this:
class ammo_Missile_AntiRadiationBase: MissileBase { model = "\A3\weapons_f\empty"; proxyShape = "\A3\weapons_f\empty"; cost = 1500; aiAmmoUsageFlags = "128 + 512"; hit = 2100; indirectHit = 85; indirectHitRange = 8; warheadName = "HE"; airLock = 0; missileLockCone = 120; missileKeepLockedCone = 120; missileLockMaxDistance = 16000; missileLockMinDistance = 1000; missileLockMaxSpeed = 55; weaponLockSystem = 16; cmImmunity = 0.5; manualControl = 0; maxControlRange = 16000; autoSeekTarget = 1; lockSeekRadius = 0; flightProfiles[] = {"LoalDistance"}; class LoalDistance { lockSeekDistanceFromParent = 1000; }; class Components: Components { class SensorsManagerComponent { class Components { class AntiRadiationSensorComponent: SensorTemplateAntiRadiation { class AirTarget { minRange = 16000; maxRange = 16000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; class GroundTarget { minRange = 16000; maxRange = 16000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; maxTrackableATL = 100; maxTrackableSpeed = 60; angleRangeHorizontal = 60; angleRangeVertical = 180; }; }; }; }; [etc etc]
According to these values the missile should be capable of detecting targets on 60° horizontal cone and 180° vertical cone (angleRangeHorizontal/Vertical), however in practice it is capable of detecting and attacking radar targets which sit way past what its definitions allow.
I tested this in VR with diag exe and no mods loaded.
Placed in map are just an IFV6 AA radar unit and a Black Wasp with a single HARM missile.
When i fire the HARM, once it reaches the SEEKING phase it does a 180° turn and attacks the radar battery that should be outside of detection range.
Repro mission: