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The "Player Filtering" capabilities under CPMA allow for more than just simple IP address banning. Below is a description of the features in the current version of CPMA for Quake3.
All filtering commands are of the form:
<ban_command> <TAB> <player_name> <TAB> <address_prefix> <TAB> <password>
<ban_command>
banplayer
bantag
banaddr
banpass
<player_name>
Name (or partial) of a player to ban/allow.
<address_prefix>
Beginning portion of a client's address to ban/allow.
Note that the current version does NOT support specifying subnet masks, so this method is really a "traditional"
Class C filter at best (although you COULD get away with smaller subnets if you know what you are doing).
<password>
Specifies what a client's public "password" must be set for pass/fail of the current filter.
Traditional name filtering. This specifies an exact match (barring capitalization and color escape codes) of a playername to allow/deny.
A player will ALWAYS be denied access to the server (or changing their name after connect) with the name specified in the filter.
The client CAN still connect even if his/her name matches the name specified in the filter if they can match either of the two criteria:
banplayer Rhea none none
(Nobody with the name "Rhea" can ever connect, or change their name in game to "Rhea" after connecting with a valid name)
banplayer Johnny 129.237. my_bad
(Nobody with the name "Johnny" can ever connect (or change their name to "Johnny") unless they are connecting from an address that begins with "129.237." or if they have their public "password" variable set to "my_bad").
Pattern-match name filtering. This specifies a pattern-matching filter (barring capitalization and color escape codes) of a playername to allow/deny. The main difference between this type of filter and the straight name filter (above) is that such things as clan "tags" can be protected from name smurfs (people fakin the fraud, dissers, someone who aint on the down low, posers, imposters... git it??). It is also useful for keeping people from changing their name slightly to achieve the same effect.
A player will ALWAYS be denied access to the server (or changing their name after connect) with the name specified in the filter.
The client CAN still connect even if his/her name contains the specified tag pattern in their name if they can match either of the two criteria:
bantag a| none w3rd
(Nobody can connect with the pattern "a|" in their name unless they have their public "password" set to "w3rd").
Connecting client address filtering. This allows admins to deny clients based solely on their connecting IP address. A player will ALWAYS be denied access to the server based on their connecting address that matches the filter <address_prefeix> unless they can match either of the two criteria:
banaddr none 129.237. none
(Nobody can connect from an address that begins with "129.237.", period)
banaddr none 129.237. imc00l
(Nobody can connect from an address that begins with "129.237." unless they have their public "password" set to "imc00l").
Connecting client password filtering. This allows admins to specify multiple server passwords for connecting clients.
Clients must have the password specified in either their public variable.
Players may bypass the password if either:
banpass none 129.237. onthedownlow
(A player will fail the filter if their public "password" is not set to "onthedownlow" unless they are connecting from an address that begins with "129.237.").