fn try_light_block(
context: &UseOnContext<'_>,
pos: BlockPos,
state: BlockStateId,
sound: SoundEventRef,
pitch: f32,
) -> boolfn try_light_block(
context: &UseOnContext<'_>,
pos: BlockPos,
state: BlockStateId,
sound: SoundEventRef,
pitch: f32,
) -> bool