diff --git a/src/core/World.cpp b/src/core/World.cpp
index 4c700f10..bc104fe9 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -942,26 +942,26 @@ CEntity *
 CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore,
                                     bool ignoreSomeObjects)
 {
-	static CColModel sphereCol;
+	static CColModel OurColModel;
 	CColSphere sphere;
 
-	sphereCol.boundingSphere.center.x = 0.0f;
-	sphereCol.boundingSphere.center.y = 0.0f;
-	sphereCol.boundingSphere.center.z = 0.0f;
-	sphereCol.boundingSphere.radius = radius;
-	sphereCol.boundingBox.min.x = -radius;
-	sphereCol.boundingBox.min.y = -radius;
-	sphereCol.boundingBox.min.z = -radius;
-	sphereCol.boundingBox.max.x = radius;
-	sphereCol.boundingBox.max.y = radius;
-	sphereCol.boundingBox.max.z = radius;
-	sphereCol.numSpheres = 1;
+	OurColModel.boundingSphere.center.x = 0.0f;
+	OurColModel.boundingSphere.center.y = 0.0f;
+	OurColModel.boundingSphere.center.z = 0.0f;
+	OurColModel.boundingSphere.radius = radius;
+	OurColModel.boundingBox.min.x = -radius;
+	OurColModel.boundingBox.min.y = -radius;
+	OurColModel.boundingBox.min.z = -radius;
+	OurColModel.boundingBox.max.x = radius;
+	OurColModel.boundingBox.max.y = radius;
+	OurColModel.boundingBox.max.z = radius;
+	OurColModel.numSpheres = 1;
 	sphere.Set(radius, CVector(0.0f, 0.0f, 0.0f));
-	sphereCol.spheres = &sphere;
-	sphereCol.numLines = 0;
-	sphereCol.numBoxes = 0;
-	sphereCol.numTriangles = 0;
-	sphereCol.ownsCollisionVolumes = false;
+	OurColModel.spheres = &sphere;
+	OurColModel.numLines = 0;
+	OurColModel.numBoxes = 0;
+	OurColModel.numTriangles = 0;
+	OurColModel.ownsCollisionVolumes = false;
 
 	CMatrix sphereMat;
 	sphereMat.SetTranslate(spherePos);
@@ -980,7 +980,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
 				if(e->GetBoundRadius() + radius > distance) {
 					CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
 					int collidedSpheres =
-					    CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(), *eCol,
+					    CCollision::ProcessColModels(sphereMat, OurColModel, e->GetMatrix(), *eCol,
 					                                 gaTempSphereColPoints, nil, nil);
 
 					if(collidedSpheres != 0 ||