This means that if you add something to the Callqueue and load a different scenario using game::PlayGameConfig() or GameStateTransitions::RequestScenarioChangeTransition(), the function in the Callqueueit will actually still be called in the next worldafter a world (re)load, alltough this is never (or at the very least not uswhich to my knowledge is never actually) wanted.
In PlayGameConfigThis also affects GameStateTransitions::RequestScenarioChangeTransition(), which is called by game::PlayGameConfig().
In PlayGameConfig(), this can be avoided by calling GetGame().GetCallqueue().Clear() if the transition is successful.
This may also affect scenario restarting (which in contrast to scenario changing is used officially), but I haven't tested that.