<dd>Adds a new packet callback. Unlike all remaining callbacks, packet callbacks are not associated with a specific weapon number. Instead, the
<span class="arg">callback
</span> becomes associated with packets created using the returned
<code>PacketConstructor
</code> function. In order for all clients in the server to interpret weapon packets correctly, packet callbacks must be registered in the same order for every game instance (i.e. all clients and the host). In order to guarantee that packets always trigger the correct response, callbacks registered by this method are stored indefinitely, i.e. there exists no way to remove registered packet callbacks. In every valid implementation of the
<span class="concept">Weapon Hook
</span> concept, it's guaranteed that it's possible to register at least 255 packet callbacks, but any further calls to this method may have undefined behavior in some implementations. The default implementation supports virtually unlimited callbacks (2
<sup>31
</sup>, but it's likely that the game will run out of RAM before that value is reached).
</dd>