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"//
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.