diff --git a/src/body.rs b/src/body.rs
index 5d02a11..7c79ea5 100644
--- a/src/body.rs
+++ b/src/body.rs
@@ -236,31 +236,31 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
 	//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
 	fn next_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
 		//JUST POLLING!!! NO MUTATION
-		let mut best = crate::instruction::InstructionCollector::new();
+		let mut collector = crate::instruction::InstructionCollector::new();
 		//autohop (already pressing spacebar; the signal to begin trying to jump is different)
 		if self.grounded&&self.jump_trying {
 			//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
-			best.collect(Some(TimedInstruction{
+			collector.collect(Some(TimedInstruction{
 				time:self.time,
 				instruction:PhysicsInstruction::Jump
 			}));
 		}
 		//check for collision stop instructions with curent contacts
 		for collision_data in self.contacts.iter() {
-			best.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
+			collector.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
 		}
 		//check for collision start instructions (against every part in the game with no optimization!!)
 		for model in &self.models_cringe_clone {
-			best.collect(self.predict_collision_start(model));
+			collector.collect(self.predict_collision_start(model));
 		}
 		if self.grounded {
 			//walk maintenance
-			best.collect(self.next_walk_instruction());
+			collector.collect(self.next_walk_instruction());
 		}else{
 			//check to see when the next strafe tick is
-			best.collect(self.next_strafe_instruction());
+			collector.collect(self.next_strafe_instruction());
 		}
-		best.instruction()
+		collector.instruction()
 	}
 }