In multiplayer lifeState someUnit may return different values on local and remote machines after setUnconscious has been called if player and someUnit have different locality and are very far from each other.
Having the following setting:
-playerA & playerB; distance between players about 10km
-playerA gets some damage
-on playerA machine: player setUnconscious true
-on playerA machine: lifeState player -> "UNCONSCIOUS"
-on playerB machine: lifeState playerA -> "INJURED"
Expected result:
-on playerB machine: lifeState playerA -> "UNCONSCIOUS"
The key here is distance. Never saw this bug to happen when two players are facet-to-face with each other. Only when distance between players is high.