void renderPoliceDetector()
{
	traceLastFunc("renderPoliceDetector()");
	if (gta_menu_active())
		return;
	if (cheat_state->_generic.cheat_panic_enabled)
		return;
	// Exit this function and enable samp nametags, if panic key
	if (!g_dwSAMP_Addr || !g_SAMP || !g_Players)
		return;
	// don't run if the CGameSA doesn't exist
	if (!pGameInterface)
		return;
	// don't run if we don't exist
	if (isBadPtr_GTA_pPed(pPedSelf))
		return;
	for (int i = 0; i < SAMP_MAX_VEHICLES; i++)
	{
		actor_info * playerr = actor_info_get(ACTOR_SELF, NULL);
		vehicle_info *vehicle = getGTAVehicleFromSAMPVehicleID(i);
		if (!vehicle)
			continue;
		D3DXVECTOR3 vehicle_pos, player_pos, screenposs, vscreenposs;
		CVector mySpinePoss, Vec;
		CPed *pPedSelf = pGameInterface->GetPools()->GetPed((DWORD*)playerr);
		CVehicle *pVeh = pGameInterface->GetPools()->GetVehicle((DWORD*)vehicle);
		pPedSelf->GetBonePosition(BONE_SPINE1, &mySpinePoss);
		Vec.fX = vehicle->base.matrix[12];
		Vec.fY = vehicle->base.matrix[13];
		Vec.fZ = vehicle->base.matrix[14];
		float * f_pos = &playerr->base.matrix[4 * 3];
		player_pos.x = f_pos[0];
		player_pos.y = f_pos[1];
		player_pos.z = f_pos[2];
		CalcScreenCoors(&player_pos, &screenposs);
		float * f_poss = &vehicle->base.matrix[4 * 3];
		vehicle_pos.x = f_poss[0];
		vehicle_pos.y = f_poss[1];
		vehicle_pos.z = f_poss[2];
		CalcScreenCoors(&vehicle_pos, &vscreenposs);
		if (screenposs.z < 1.f)
			continue;
		if (vscreenposs.z < 1.f)
			continue;
		if (bPoliceDetector)
		{
			if (vehicle->base.model_alt_id == 597
				|| vehicle->base.model_alt_id == 526
				|| vehicle->base.model_alt_id == 598
				|| vehicle->base.model_alt_id == 599
				|| vehicle->base.model_alt_id == 601
				|| vehicle->base.model_alt_id == 528
				|| vehicle->base.model_alt_id == 523
				|| vehicle->base.model_alt_id == 497
				|| vehicle->base.model_alt_id == 427
				)
			{
				char szMsg[512];
				sprintf(szMsg, "Police Car %.0f m.", GetDistance(D3DXVECTOR3(vehicle_pos.x, vehicle_pos.y, vehicle_pos.z)));
				pD3DFont_sampStuff->PrintShadow(vscreenposs.x, vscreenposs.y - 20, COLOR_BLUE(255), szMsg);
				pD3DFont_sampStuff->PrintShadow(screenposs.x, screenposs.y - 20, COLOR_WHITE(255), "Police is Near");
				render->DrawLine(CVecToD3DXVEC(mySpinePoss), CVecToD3DXVEC(Vec), COLOR_BLUE_V2(255));
			}
		}
	}
}