I doubt this is possible.  If HL used ordinary Windows messaging features to
get the keyboard state, this might be possible.  However (though I don't know
for sure) it's much more likely that HL uses either DirectInput or the Windows
API function GetAsyncKeyState() to retrieve the keyboard state.  These
functions deal directly in scan codes without ever going through the ASCII
character set, which is probably what's causing the problem---ie, the A on a
French keyboard has the same scan code as the Q on an English/American
keyboard.  The only thing I can think of that would be able to get between
DirectInput/GetAsyncKeyState and the keyboard is a customized device driver for
the keyboard.  Easier to get Valve to build the functionality into the engine's
key-handling code.

---Reedbeta

--- Jim Hunter <[EMAIL PROTECTED]> wrote:
> I don't think you'll be able to do what you want to do without modifying the
> engine or writing an external piece of software that intercepts keyboard
> input before it goes to Half-Life, which might be possible by intercepting
> the keyboard messages from Windows to the game engine, but I'm not
> knowledgeable enough about windows to tell you how to do that.
>
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