Entities must be linked immediately when injected, not deferred to
G_RunFrame. When multiple server frames execute per SV_Frame cycle,
the clearing loop in the next iteration unlinks entities before the
snapshot is built — one-frame entities (explosions, temp effects)
are lost. G_RunFrame still runs BG_EvaluateTrajectory + trap_LinkEntity
to refine origins for moving entities (rockets with TR_LINEAR).
Also restore SNAPFLAG_RESET_ENTITIES on unpause so fast-moving
entities snap instead of interpolating through the pause gap.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>