Game Maker actually stores a local variable in all objects called
xprevious, which you could use to this purpose. You could do something like this, to calculate how much the paddle moved in the last step (sort of what Lynx was suggesting)...
With drag and drop, this would be the equivalent of just setting a local variable to the value
x - xprevious.
So if you were moving to the right, it would be a positive value, and if you were moving to the left, it'd be a negative value. When the ball hits the paddle, you could just add this motion to the ball's motion.
For example, in the collision-with-paddle event for the ball...
Without setting a variable, it would look something like this:
hspeed += (other.x - other.xprevious);
If you're storing the paddle's movement in a speed variable already, you could probably just use that variable. For example, if it used a constant moving speed... like 4 pixels/step, then when the ball hit's the paddle, you'd want to increase its
hspeed by 4 if the paddle is moving right, and decrease it by 4 if the paddle is moving left.
So yeah, there's multiple approaches to this, but hopefully this cleared up the general idea. If you need help implementing these codes, or doing so in DnD, just let me know