diff --git a/src/player.c b/src/player.c
index 2d9240a..13a0df7 100644
--- a/src/player.c
+++ b/src/player.c
@@ -1162,19 +1162,43 @@ static void gui_renderPilot(const Pilot* p) {
   int x, y, sx, sy;
   double w, h;
   glColour* col;
+  double a;
 
+  /* Get position. */
   x = (p->solid->pos.x - player->solid->pos.x) / gui.radar.res;
   y = (p->solid->pos.y - player->solid->pos.y) / gui.radar.res;
+  /* Get size. */
   sx = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sw / gui.radar.res;
   sy = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sh / gui.radar.res;
   if(sx < 1.) sx = 1.;
   if(sy < 1.) sy = 1.;
 
+  /* Check if pilot in range. */
   if(((gui.radar.shape == RADAR_RECT) && ((ABS(x) > gui.radar.w/2.+sx)
           || (ABS(y) > gui.radar.h/2.+sy))) ||
           ((gui.radar.shape == RADAR_CIRCLE) &&
-          ((x*x + y*y) > (int)(gui.radar.w*gui.radar.w))))
-    return; /* Pilot isn't in range. */
+          ((x*x + y*y) > (int)(gui.radar.w*gui.radar.w)))) {
+
+    /* Draw a little targetted symbol. */
+    if(p->id == player->target) {
+      /* Circle radars have it easy. */
+      if(gui.radar.shape == RADAR_CIRCLE) {
+        /* We'll create a line. */
+        a = ANGLE(x, y);
+        x = gui.radar.w*cos(a);
+        y = gui.radar.w*sin(a);
+        sx = 0.85 * x;
+        sy = 0.85 * y;
+
+        COLOUR(cRadar_targ);
+        glBegin(GL_LINES);
+          glVertex2d(x, y);
+          glVertex2d(sx, sy);
+        glEnd();
+      }
+    }
+    return;
+  }
 
   if(gui.radar.shape == RADAR_RECT) {
     w = gui.radar.w/2.;