WarpZone_Outside();
// if we are near any warpzone planes - MOVE AWAY (work around nearclip)
- float nearclip = 2;
+ float nearclip = 4;
e = WarpZone_Find(warpzone_fixview_origin - '1 1 1' * nearclip, warpzone_fixview_origin + '1 1 1' * nearclip);
if(e)
{