Sanitize edict_size returned by game.
Lerp entities from previous server frame only.

Don't lerp by default from last received frame. Check if previous server
frame was dropped to prevent warping. Setting ‘cl_nolerp’ to 3 restores
old behaviour.
Don't optimize out old_origin updates for players.

Always send old_origin updates for player entities even if client uses
Q2PRO protocol. Client will now use old_origin for interpolation if it
doesn't receive previous server frame due to packet loss.

This should not actually increase bandwidth usage due to the way
old_origin is delta compressed if the game mod properly updates it on
player entities (i.e., doesn't allow ClientThink to overwrite old_origin
between server frames).