You can alternatively show code in your post. Makes it easier to look at instead of downloading it....
Now to your issue. The way you are doing your sprite is somewhat difficult to make it move in the proper direction. You can do it that way, it just takes more math. You need to determine the actual angle. I'm assuming your goals are at right and left of the screen. I don't remember if sprite angle 0 is up, but I'll assume it is for this example. If it's moving from left to right, it will roughly be at 90 degrees (we will say it's at 85 degrees). When it hits the paddle on the right, you will have to calculate the reflection angle.
float RA=dbSpriteAngle(ballID)-90.0f;
dbRotateSprite(ballID,180.0f-RA*2.0f);//this will reflect the ball at angle 275 degrees.
and for the other paddle: (assume angle=275)
float RA=dbSpriteAngle(ballID)-270.0f;
dbRotateSprite(ballID,180.0f-RA*2.0f);//this will reflect the ball at angle 85 degrees.
now for the top and bottom of the screen:
float RA=dbSpriteAngle(ballID);//for the top
dbRotateSprite(ballID,180.0f-RA*2.0f);
float RA=dbSpriteAngle(ballID)-180.0f;//for the bottom
dbRotateSprite(ballID,180.0f-RA*2.0f);
You can add a paddle angle adder if the paddle is moving when it hits the ball. I think it will be simple for you to implement that code so I won't post it......
Hope this helps.
The fastest code is the code never written.