void renderVehicleInfo()
{
	traceLastFunc("renderVehicleInfo()");
	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++)
		{
			vehicle_info *vehicle = getGTAVehicleFromSAMPVehicleID(i);
			const struct vehicle_entry	*evehicle;
			if (!vehicle)
				continue;
			if (g_Vehicles->iIsListed[i] != 1)
				continue;
			D3DXVECTOR3 vehicle_pos, screenposs;
			float * f_pos = &vehicle->base.matrix[4 * 3];
			vehicle_pos.x = f_pos[0];
			vehicle_pos.y = f_pos[1];
			vehicle_pos.z = f_pos[2];
			CalcScreenCoors(&vehicle_pos, &screenposs);
			char buf[256]; 
			char pos[256], ping[256], hparmw[256];
			evehicle = gta_vehicle_get_by_id(g_Vehicles->pSAMP_Vehicle[i]->pGTA_Vehicle->base.model_alt_id);
			if (NewSobeit->bVehicleInfo)
			{
				if (screenposs.z < 1.f)
					continue;
			_snprintf_s(buf, sizeof(buf) - 1, "{C235DD}Vehicle{FFFFFF} %s Model %d", evehicle->name, evehicle->id);
			pD3DFont_sampStuff->PrintShadow(screenposs.x, screenposs.y - 38, COLOR_WHITE(255), buf);
			_snprintf_s(hparmw, sizeof(hparmw) - 1, "{F0FF0F}Health{FFFFFF} %d{FF0F0F} Explode Timer{FFFFFF} %0.0f/2276", (int)(g_Vehicles->pSAMP_Vehicle[i]->pGTA_Vehicle->hitpoints /10), g_Vehicles->pSAMP_Vehicle[i]->pGTAEntity->burn_timer);
			pD3DFont_sampStuff->PrintShadow(screenposs.x, screenposs.y - 26, COLOR_WHITE(255), hparmw);
			_snprintf_s(ping, sizeof(ping) - 1, "{F0FF0F}Passanger Seats{FFFFFF} <%d> {00FF00} Distance{FFFFFF} %.0f m", g_Vehicles->pSAMP_Vehicle[i]->pGTA_Vehicle->m_nMaxPassengers, GetDistance(D3DXVECTOR3(vehicle_pos.x, vehicle_pos.y, vehicle_pos.z)));
			pD3DFont_sampStuff->PrintShadow(screenposs.x, screenposs.y - 14, COLOR_WHITE(255), ping);
			_snprintf_s(pos, sizeof(pos) - 1, "Pos X %0.02f Y %0.02f Z %0.02f", vehicle_pos.x, vehicle_pos.y, vehicle_pos.z);
			pD3DFont_sampStuff->PrintShadow(screenposs.x, screenposs.y, COLOR_WHITE(255), pos);
		}
	}
}